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BHGS RULES CLARIFICATIONS FOR WRG 7th ED.

The following interpretations have been produced by the British Historical Games Society, to give
a greater degree of consistency and certainty to both players and umpires. They are issued in
response to the questions that we have been asked most frequently. We emphasise that they are
interpretations / clarifications and are not "new rules". They must be read in conjunction with
WRG 7th Edition (revised August 1992). These clarifications supercede and replace all previous
clarifications issued. Queries on the rules should continue to be directed to the authors. The
following clarification's are to be used in conjunction with the W.R.G. 7th edition rules (revised
August 1992). These clarification's supersede and replace all previous clarification's issued.
N.B. These clarification's must be read in conjunction with the main rules.
STAFF ELEMENTS
Generals should be depicted as in the army lists. A general may not be mounted on a model unless the
army lists allow this.
Staff elements move, fight, shoot, take casualties, test waver and are permitted to join other bodies to
form wedge or rhomboid as specified by the rules / army lists.
If a staff element is lost or destroyed, through the death of a general then any surviving elements in the
body must take all relevant waver tests and if passed, continue as normal.
Players may only increase the number of sub/ally generals specified in a list to a maximum of 5, provided
the list does not already have 5 or more of these in total. If a list currently specifies no sub-generals and
less than 5 ally-generals then the player may add (subject to the above restrictions) sub-generals of the
same type as the C-in-C. However in this case the number of sub-generals must not exceed the number
of ally-generals stated in the original army list.
Whilst shaken a general cannot rally other shaken bodies.
Generals that intercept a shaken body to rally it are placed directly to the rear of the shaken body.Table
edges do not prohibit this.
Generals that intercept a body to rally it are not considered to have joined the unit.
Genenerals which are incorporated into bodies with more than two (2) elements may only rally shaken or
routed bodies if the element that the general is with comes into contact with the body in question. In these
larger bodies the elements are not placed behind.
CHOOSING TERRAIN
If both armies are from the same climate then neither is at home.
OUT SCOUTING
If a player out scouts his opponent the outscouting player is allowed to deploy any forced marchers before
his opponent.
AMBUSHES
Ambushes must be drawn on a map showing:
1. The formation the ambushers are in.

2. The direction in which they are facing.

3. Information giving the exact position of the unit must also be recorded.
Units in ambush are considered to be on table before deployment of all other troops.
DEPLOYMENT
Visibility for deployment only is 1200 paces.
The deployment of individual commands must be drawn on a map, additionally units from different
commands may not be intermingled during deployment. It is, however permissible to position commands
behind each other.
Expendables must be initially deployed on table in front of the army, they may thereafter be overtaken.
FLANK MARCHES
Generals on a flank march whose orders do not permit an advance beyond the table centre line will not
arrive, and cannot receive new orders. Any unit belonging to a command who's orders do not permit an
advance beyond the table centre line will not arrive.
Where defending units block arrrival the flank marchers are allowed to move the minimum distance
necessary, around the side or rear table edge to permit arrival, irrespective of the original zone of arrival.
Defending troops are allowed to approach the zone of arrival.
PERMITTED FORMATIONS
BLOCK:
Troops are permitted to have an unequal number of elements in each rank only in the following
circumstances:
1. To conform to a defended feature or obstacle.

2. To pass through a gap.

3. LC multiple wedges forced to form block as a result of melee.

4. If joined by a detachment or a body containing a staff element.

5. Loose or open formation troops, after an expansion during a follow up.

6. Troops can have one uneven rank, regulars after the second rank, irregulars after the first rank.
WEDGE:
1. Wedges may wheel on either front corner and retain their formation.
2. Wedges that turn through 90 or 180 degrees end either in column or in block.
3. The flank of a wedge is defined as any point behind a line drawn perpendicular to the front of the
first split element.
4. Wedge can be formed with up to 2 elements more or less frontage than the prior formation.
5. Wedges may only be formed if all the elements in the body concerned are capable of forming
wedge.
SKIRMISHERS:
1. Skirmishers may not move to a position from which they cannot shoot.
2. Skirmishers without targets who are moving second, must either move into their own missile

range or revert to block.


ORB:
1. Orbs are formed as shown in the following diagrams, depending on the number of elements. The
elements are placed in the position and order shown. 1/4 of all figures fight to each flank
irrespective of the number of elements contacted, 1/2 counting as front rank and 1/2 counting as
second rank. An orb of 2 to 8 elements can only be contacted by one element per side, larger
orbs by up to 2 elements per side.
An orb that is forced to recoil reverts to a column on the contacted element, if this is prevented the orb
becomes disordered.
DETACHMENTS
During an approach/counter/retirement move a detachment may separate from its parent body. It may
also remain in the detachments current position within the unit, or exchange ranks ending with the
detachment in the front or rear rank or ranks.
If now detached it must be declared as such at this time. The converse of this is also true.
A detachment rejoins the parent body when their bases come into contact during any kind of tactical move
except charges/ countercharges/ converted charges. Rejoining is interrupted if the detachment is
charged. If not interrupted the detachment is placed behind the parent body. Extra move being allowed to
achieve this. The combined unit has the frontage and position of the parent body.
If interrupted measure elements independently. The elements that do not make contact with the parent
are left in position and may be contacted by enemy chargers, a normal melee is then fought. If not
contacted then see notes on interpenetration.
Bodies may alternatively interpenetrate if preferred and if permitted by the rules.
Detachments may only declare charges if they start within a tactical move of their parent body, or to return
to within a tactical move of their parent body. This may result in a detachment involuntarily moving outside
of its tactical move distance from the parent body. The detachment must attempt to return to within the
tactical move distance of its parent body at the first opportunity.
Fatigue is recorded separately for both parent and detachment even when joined. If the bodies become
separated continue to record the fatigues separately for each part but calculate CPF on the adjusted
number of figures. Should the bodies rejoin continue to monitor fatigue separately in case they should
separate again. It will often be the case that fatigue will differ between the parent and the detachment. If
this case arises when they are joined, calculate shooting and hand to hand using fatigues accumulated on
each body. E.g. the detachment may be shooting /fighting as tired and the parent body not, or vice versa.
The morale for the combined unit is that of the parent body.
If a combined unit containing loose/open formation foot is charged by a mounted body that can contact
the loose/open formation foot, the unit must test waver.
A detachment whose parent body is destroyed assumes the roll of the parent.
A body of mixed regular/irregular troop types always acts as irregulars for formation changes/counters
and prompting.
The parent body of a detachment must be at least 2 elements and the unit, including the detachment and
parent body combined must not exceed 12 elements.
SEQUENCE OF PLAY
During each bound:
1. All resultant movement from each linked combat, break-offs, routs, recoils and pursuits must be
completed before moving to the next combat.
2. Any existing routs/pursuits are considered combats even if the involved are not in contact. These
are resolved "right to left" as with other combats.
3. All Charge response moves are made before charge moves.
4. Rout moves for routers being charged (point 8 of move sequence) only applies to routers not
currently in base to base contact with pursuers.
PROMPTING & COMMUNICATION
Any actions prompted but not arriving in the bound they are ordered, must be attempted in the bound that
the communication is received. Once a prompt is issued it must be carried out on receipt, it cannot be
cancelled.
For transmission of orders and prompts effective shooting range is that range other than long.
A C-in-C may not attempt to change the orders of a command in consecutive bounds.
A general receiving a change of orders may not re-transmit a new order until the following bound.
MORALE
Army, personal and Sacred standards and Sacred bodies must be visible to those seeking to benefit from
them.
No body can support more than 1 flank of any other body.
Difficult terrain known to be occupied by the enemy doesn't count for support.
See diagram showing zones providing support :

Note that all the distances shown above are in paces. Diagram is not to scale.
WAVER TESTS
Expendable elements must be charging, counter-charging, convert charging, pursuing or breaking
through to require mounted bodies to test waver at contact.
Waver tests must be diced for individually. They should also be taken immediately a cause occurs. The
after combat causes of disorder (page 37) only ever require 1 waver test regardless of the number of
causes of disorder. Simultaneous causes of disorder count as a single disorder result.
If a waver test is required prior too hand-to-hand then it is taken at that point.
Skirmishers or Light troops receiving 2 CPF from prep. shooting and who cannot complete a rally-back
move, move as far as possible and then must test waver.
LHI, LMI and LI do not test waver as a result of receiving a converted charge (see rules).
LI required to test waver as a result of a mounted charge must state their response before dicing.
There is no option to take a waver test at a later stage in the bound, It must be taken when the cause
arises.
When prompting retirement note that charge reach is a distance not an ability to charge.
When testing for generals and standards, a body must be within the required distance of the element the
general or standard is with, and be able to see these.
SURPRISE
Only bodies that have been set in ambush are eligible to surprise. They can only surprise bodies that
have not previously seen them. After troops are placed on the table they may move in concealment
without being seen. To surprise by emerging from terrain the unit must physically leave the terrain.
DISORDER
Dropping back elements to pass a gap is a cessation cured disorder.
FATIGUE
A body accumulates 1 shooting fatigue each time it shoots, therefore if it shoots in both preparatory and
support during a bound it accumulates 2 fatigues.
MOVEMENT
Bodies can make both tactical and march moves during the same bound. Normal and delaying terrain
moves cannot be mixed, therefore the slowest applies (for that march segment or tactical move only),
even if the head of the body clears the terrain part way through the march segment or the tactical move.
A body that stops part way through any march segment may not move at all until the next bound, except
to recoil, rout, break-off or to make charge responses
A marching body can not go nearer than 240 paces to enemy known to the player.
FORCED MARCHES
Opposing forced marching troops may not move closer than 240 paces to any known enemy. Relative
positions are determined according to the army's order of march. (This does not apply to troops in
ambush.) Known enemy are all those troops known to the player.
APPROACHES
Dicing for movement priority each player rolls 1d6, the highest score moves all applicable troop's first.
If a unit is already within 40 paces of an enemy body it may still make an approach move. But may end no
further or nearer than the original distance.
COUNTERS
Counters may only be made by bodies which can be charged or shot at this bound.
These may not end nearer to any enemy body within 240 paces.
Troops who successfully dice to counter cannot charge.
CHARGES
The following table summarises permitted charges as detailed on page 26, para. 10:
1) Opponents charging against each other.
* Only if mounted are impetuous.

A Vs B A B A B A B
Elephants Elephants NO NO NO NO NO NO
Elephants Mounted NO NO NO YES* YES NO
Elephants Imp. foot NO NO NO YES YES NO
Elephants Other foot NO YES NO NO YES NO
Mounted Imp. foot NO NO YES* YES YES NO
Mounted Other foot NO YES YES* NO YES NO
Mounted Mounted NO NO YES* YES* YES YES
Imp. foot Imp. foot NO NO YES YES YES YES
Imp. foot Other foot NO YES YES NO YES NO
Other foot Other foot NO NO NO NO YES YES
2) Friends charging the same enemy body.
A B A B
Elephants Elephants NO NO
Elephants Imp Foot YES NO
Elephants Mounted YES NO
Elephants Other Foot NO NO
Mounted Imp Foot NO NO
Mounted Other Foot NO YES
Mounted Mounted NO NO
Imp. Foot Imp Foot NO NO
Other foot Other Foot NO NO
In the context of these tables the following definitions apply:
Mounted: Cavalry and chariotry.
Other foot: Any non-impetuous foot.
Light troops may only contact enemy bodies uncovered in their path if those troops are of a type, state or
cohesion that would normally allow an initiated charge to occur.
For a target to be in reach, the initial distance between the charger and the target must not exceed the
normal move of the charger, and the charger must be able to contact the target body, becoming
disordered if elements are dropped back to pass a gap.
Charging bodies cannot declare charges on more bodies than they have element's frontage, e.g. a body 1
element wide may only declare a charge on 1 body (it may charge any others that are uncovered by its
target evading).
Charging bodies may not wheel away from the initial target of their charge.
A body must specify the target or targets of its charge (dependent on the frontage of the charging body),
the chargers must attempt to pursue at least one of the units charged or move directly ahead.

A charges C and D charges B. B evades therefore D moves into the path of A. A's charge is therefore now
declared on D instead of C. Note that if C was also charging A, then its charge would also be cancelled.
Charging bodies must conform to one face per target body
Flanks can only be charged as follows :-
1. The charge is initiated from partially behind the target bodies flank, and the target body cannot
adequately respond to the charge.
2. The charge may contact a flank or rear if this is the only face available within reach of the
charging body, and the target body is in hand to hand combat.
Unless a charge is an interpenetrating charge the target body must be visible at the time of declaration.
CHARGE RESPONSES
All charge response moves, including rout moves for routers being charged, are made before charge
moves.
Individual staff elements respond to charges in the same way as any other body dependent on troop type
and formation.
Evaders may only make one wheel at the start of the evade, this is to enable the evaders to move directly
away from the charge. Evaders may be allowed a free turn of 90o or 180o and no element may move
further than its appropriate tactical move, except where the move would leave the evaders final position
behind the chargers original position. In which case the evaders are moved the minimum distance
necessary to leave them on the chargers original position.

Note that in the diagram above the unit turns into column on element D and the movement is measured
from element A.
Mounted evaders rolling a 5 or a 6 must add or deduct 80 paces from their move. The same restrictions
apply for counter-chargers and converted chargers as for chargers.
Non impetuous Light troops who are pursuing may evade if charged. All non-impetuous troops who are
pursuing have the option of either standing to receive or counter-charging, where the rules permit.
Light troops may only counter charge those troops they may normally charge.
FOLLOWING UP
The following-up plus for hand to hand combat is allowed if normally permitted, even if the recoiling body
is prevented from doing so. This also permits chariot horses to fight. Troops who would normally follow-up
can expand where permitted even if their opponents do not recoil.
The plus 1 for following-up is allowed only against enemy that the body followed up last round. It is not
allowed against third parties.
Only troops failing to complete a recoil are disordered, not the troops preventing this.
ROUT, BREAKOFF, PURSUIT AND BREAKTHROUGH MOVES
Routing troops must always increase their move if dicing permits.
Partially surrounded is defined as: If there are troops of a type that the routers cannot normally
interpenetrate blocking the router's path. The minimum gap passable by routers is 120 paces (2 elements
in 6mm or 15mm).
Routers that become exhausted and are not in base to base contact with pursuers are removed in phase
9 of the next bound.
Breakthrough's may occur from rear to front.
Troops breaking through an enemy body may extend the minimum distance necessary to allow the unit to
clear the unit broken through. If this extended move would bring them into contact with a third party the
third party is displaced the minimum distance. necessary to accomodate the unit breaking through. If the
unit breaking through has sufficient move distance , after dicing , to contact a third party this is a
converted charge.
RALLYING
Troops rallying back make a move the same length as an evade.
Routers cease routing immediately the conditions for rallying are met, but are still shaken and disordered.
All required conditions need not apply in the same bound but must occur after the rout occurred. .
The complete bound required to rally troops from shaken must begin in phase 1 of the bound following
that in which a general joins the unit. It is therefore immaterial, when, during the bound a general joins the
unit.
Steady troops which complete rallying during the approach phase of the bound may attempt counters and
retirements. Unsteady troops who must rally, complete their rally at the end of the bound. During this time
they cannot initiate any movement that is voluntary, except for charge responses.
Troops rallying back are considered to make a free turn, move and then turn back to face the direction
from which they came. Therefore, any elements dropped back to pass a gap will effectively reduce the
distance moved when turning to face the original direction.
Troops rally back in a direction to their rear or away from the shooters, they are allowed a wheel to
achieve this.
INTERPENETRATION
Where permitted troop types can voluntarily interpenetrate another friendly body directly to the front or
rear of the body that is interpenetrating.
When interpenetrating, elements should be moved/measured independently.
If an element reaches another body it interpenetrates that body and the element is placed beyond. This
differs during approaches where bodies may not move further than their normal tactical move distance. If
this results in a body being partially interpenetrated measure the distance moved by the interpenetrating
body and place it in position. Elements of the interpenetrated body that have been displaced, are now
placed immediately behind, displacing third parties (If applicable).
Except during charges, if there is not sufficient gap between the unit that is being interpenetrated and
enemy troops, the interpenetrating elements may partially interpenetrate. A minimum gap of 40 paces
must be maintained. Move the interpenetrating elements into place, displacing any elements that have
been met. These are now placed immediately behind, displacing any third parties met. If the bodies
cannot be displaced in this manner the interpenetration may not occur.
Bodies whose elements have become separated through interpenetration must regroup by means of a
counter/approach/retirement move at the first opportunity they are eligible to do so. If prevented from
doing so by rallying or by being charged they will respond in the normal manner. Bodies regroup around
their now front elements and are facing in the direction of those elements.
Where elements of different units have become intermingled, they must separate by means of a tactical
move when orders permit or as a response to a charge.
To successfully escape charges by evading through a friendly body, the rear edge of evading elements
must pass beyond the front edge of the first element being interpenetrated. Elements that do not fulfill this
condition do not go through at this point (charge responses). The chargers then make their move. If the
element(s) that have not yet interpenetrated would have escaped contact (by the ch argers failing to make
contact) they are then moved through the interpenetrated body. If, however, the chargers do make
contact, the element(s) are caught and a melee is fought.
Elements that do not reach the body being interpenetrated are left in place.
Any troops that move at any point of the sequence of play, during a bound, will disorder any friends who
attempt to interpenetrate them.
Troops may interpenetrate friends during a march move.
Routers may be charged through to replace them in combat.
Permitted interpenetrations may occur during a follow-up expansion, but only to the front of the body that
is following-up, i.e. it is not permitted to expand into the side of an adjacent body.
The elements in a body must stay in base-to-base contact except when in rout or during interpenetration.
GAPS
The gap is measured as the shortest distance between 2 points or shoulders. An imaginary line linking
these points is the gap. The target of a charge does not count as the shoulder of a gap except when it is
supported by friendly troops in echelon. Echelon support is defined as a body positioned no greater less
than two (2) elements behind the front edge of the unit requiring support and facing within 45o of the front
edge of the unit being supported. In this case the gap is measured as an imaginary line from the nearest
front corners of the bodies in echelon.
These consist of: Terrain features that reduce (except for routers) or prevent movement, troop types that
cannot be legally interpenetrated, enemy or the table edge.
To drop elements back the gap must be smaller than the frontage of the unit. For the purposes of gaps
only, 120 paces means 2 element's width.
Dropping elements back disorders the body.
Troops who rally back or evade may go through gaps that are 1 element wide irrespective of the
shoulders of the gap.
RESULTS OF PREPARATORY SHOOTING
Once players have decided on a result from prep. shooting, e.g. halt until the end of next bound; this
decision is binding, in the case cited if a unit decides to halt it may not then test waver to counter charge.
There is no option to take waver tests at a later stage in the bound, they must be taken when the cause
arises.
SHOOTING ARCS AND TROOPS ENTITLED TO SHOOT
When shooting at a wedge, shoot at the nearest whole or part element.
If an element can see through a gap it may shoot through it. the minimum gap seen through is 1 element
wide. N.B. Each bolt shooter element can only shoot at a target that it can see.

In the above diagram the gap between units' x and both those marked y (these may also be terrain
features that block the line of sight) is 40 paces, due to this only those elements (or any contiguous to
their rear) marked a may shoot at unit z.
Troops count the position of an imaginary element which is contiguous to their side. for the purposes of
shooting arcs.
For shooting purposes only, wedges may be contiguous, as may wedges and blocks.
All shaded elements count as contiguous and are therefore capable of shooting in support of each other.
(This diagram is not to scale.)
TROOPS LEAVING THE TABLE
Troops may voluntarily leave the table in an evade, charge, break-off, rally back or pursuit.
Troops that would have been contacted by chargers or pursuers had they not been removed will rout.
Chargers or pursuers that remain on table must react as if the routed troops were still present.
Any friends within 120 paces of the point of exit must test waver for seeing the rout. if the rout is visible to
them.
A body leaves the table when 1 complete element ends its move off table. No part of an element may
leave the table to pass a gap.
INCENDIARY PIGS & CAMEL CARTS
The element representing the pigs/cart is placed on table at deployment directly behind its parent body. It
is assigned to an element at this time.
The combined unit moves at the speed of its slowest type (pigs/carts count as transport for movement).
It takes a full approach/counter move to re-deploy expendables to the rear, or to the front of a body ready
to charge/counter charge.
If a unit containing expendables is charged in the flank or rear, in such a manner that the expendables are
contacted, calculate CPF for the expendable as a transport target. If the expendable routs the charger
may carry out a converted charge if normally allowed. If the expendable is destroyed it is assumed that
handlers, etc. rout and become dispersed, also allowing the chargers to convert its charge if normally
permitted.
Camel carts interpenetrate enemy foot causing disorder, incendiary pigs do not. Both cause disorder to
any animal within 40 paces as incendiaries when ignited. They may only charge from an element
designated at deployment.
DH/JDM/DH April. 1994 rev 3.01

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