This post covers things related to Melee & Cavalry Charge.
1. Page 30 of the Campaign Leipzig manual "• Routed and Isolated units have their defending strength divided by 2. However, units which are Routed and Isolated defend with a strength of 0." So how is that part to understand? This part "defending strength divided by 2" and this "defend with a strength of 0" seem to contradict. Answer found in the Civil War series manual: There the sentence is "However, units that are both Routed and Isolated have a defending strength of 0." Both is the important word here.
2. Page 30 of the Campaign Leipzig manual "Infantry units cannot Melee attack mounted Cavalry, except in Obstructed terrain."
So who exactly has to in the Obstructed terrain, the cavalry, the attacker or both?
3. Page 31/32 of the Campaign Leipzig manual "• The defending units must not consist entirely of Infantry in Square formation with Leaders and/or Cavalry. However, if only Skirmishers, Artillery, and Supply Wagons occupy the defending hex with Infantry in Square, then the charge is negated. • The defending units must not consist entirely of Skirmishers and Leaders in a Building hex. • In the case of Cossack Cavalry units, the defending units must contain at least one Skirmisher unit, Routed unit, or Artillery unit."
So if only infantry in squares or infantry in squares with Skirmishers, Artillery and/or Supply Wagons occupy the defending hex the charge doesn't work and charge factor isn't used. But what if there is infantry in squares with Cavalry, infantry in line and/or infantry in column formation, then the Charge works and charge factor is used?
And Skirmishers and Leaders in a Building hex with anything else but infantry in square would also led a charge work and it would get the charge factor for the melee?
And Cossack would only get the charge with charge factor if at least one Skirmisher unit, Routed unit or Artillery unit?
4. Page 22/23 of the Campaign Leipzig manual "Cavalry Overruns During a charge, Cavalry can possibly overrun Clear and Field hexes containing only enemy Skirmishers or uncrewed Artillery. When this is attempted, there is a chance that the enemy units will be eliminated. When the attempt fails, the Cavalry units are prevented from further movement in that turn (although they can melee attack in the same turn). Cavalry will overrun defending Skirmishers whenever their strength is equal to or greater than the strength of the Skirmishers. An overrun cannot occur if there is an Obstructed hexside between the Cavalry and the Skirmishers (see the Movement Phase for a discussion of Obstructed terrain). Enemy leaders in hexes by themselves are automatically overrun and considered captured. Enemy Supply Wagons by themselves are automatically overrun. They become captured but lose half their strength."
Here only Clear and Field hexes are mentioned as enabling cavalry to overrun Skirmishers and uncrewed Artillery but what about the other units, in what hexes can I overrun: -Limbered Artillery -Unlimbered Artillery -Leaders -Supply Wagons I assume that overruns for these units don't work in every terrain.
5. Page 33 of the Campaign Leipzig manual "Special Skirmisher Resolution When Skirmishers are defending in melee against non-Skirmisher attackers, they take losses which are 1/5 of the normal value, but always retreat. If their attackers also consist of Skirmishers, then the attackers take 1/5 normal losses, but the retreat resolution is calculated normally. These special Skirmisher rules only apply when there is no more than 1/8 of the maximum stacking limit in the defending hex, or respectively in the total number of attackers."
Just to be clear here, the passage mentions Skirmishers losses of 1/5 when attacked by non-Skirmisher and that Skirmisher attacking Skirmisher also take 1/5 losses, but what would Skirmisher attacking non-Skirmisher take as losses and does the defender of a Skirmisher vs Skirmisher melee also take 1/5 losses?
So that is it, at least I hope so. Sorry for so much stuff to read but I wasn't sure if all the manuals from all the games of the series are really identical and so I copied the passages from the Leipzig manual to be sure everyone knows what I'm talking about. Thanks for anyone who takes time to works through this.
PS: Can someone confirm that the terrain modifier that usually lowers the fire strength that hits a target hex will raise the "defending strength" in a melee when using the "Melee Terrain Modifiers"?
PPS: Stumbled over another thing not mentioned in any way in the manual. Elevation movement cost seem to be half as high when going from higher to lower ground. Just tried it on the Austerlitz Getting Started scenario and when going with am infantry bat. in column formation from a clear hex down to a clear hex the costs are 5 points(4 clear hex + 1 elevation). but when reversing this movement it costs 6 points(4 clear hex + 2 elevation). Elevation costs are 2 so it seems halved for going from high to low ground. Can someone confirm this or do I miss a different modifier?
_________________ Général Christian Hecht Commandant en Chef de la Grande Armée Comte et Chevalier de l'Empire
Last edited by Christian Hecht on Wed Nov 05, 2014 10:32 pm, edited 2 times in total.
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