DBMM Forum
General Category => Rules Questions => Topic started by: Hadrian II on December 11, 2010, 08:50:25 AM
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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 ?
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In general terms, it means two PIPs for regular groups and three for irregulars other than lights in GG or RG.
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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
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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.