DBMM Forum

General Category => Rules Questions => Topic started by: Hadrian II on December 11, 2010, 08:50:25 AM

Title: Regular / Irregular wheeling
Post by: Hadrian II on December 11, 2010, 08:50:25 AM
How many pips to wheel ?

under Difficult Evolutions + 1 pip

under Irregular Clumsiness +1 pip for not moving straight ahead
"difficult evolutions listed in d) above"

Does this mean that wheeling is 2 pips for any group, regular or irregular ?

Title: Re: Regular / Irregular wheeling
Post by: landmeister on December 11, 2010, 09:10:51 AM
In general terms, it means two PIPs for regular groups and three for irregulars other than lights in GG or RG.
Title: Re: Regular / Irregular wheeling
Post by: Platypus on December 11, 2010, 08:47:39 PM
That's right.

Generally it is Reg = 2 PIP, Irr = 3 PIP.

But that is only for "wide" groups. For columns it is 1 and 2 PIP respectively because d) says a group "other than a column".

Also remember that Irregular Clumsiness doesn't count for Light Troops, and Cv(O) in good going.

So a column of Irr Ax, LH, Ps or Cv(O) wheels for 1, and a wide group of the same wheels for 2.

John
 

Title: Re: Regular / Irregular wheeling
Post by: LawrenceG on December 12, 2010, 10:42:16 AM
How many pips to wheel ?

under Difficult Evolutions + 1 pip

under Irregular Clumsiness +1 pip for not moving straight ahead
"difficult evolutions listed in d) above"

Does this mean that wheeling is 2 pips for any group, regular or irregular ?



Everybody pays +1 PIP for a difficult evolution.
Clumsy irregulars pay an additional +1 PIP for "difficult evolutions listed in d) above" etc.

As pointed out, not all irregulars are clumsy in all situations.