Author Topic: Halting irregular light troops in good going  (Read 1355 times)

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andrew

  • Guest
Halting irregular light troops in good going
« on: June 23, 2012, 02:28:19 AM »
In a game my opponent believed it should cost 2 PIPs to halt a broken element (or group) of irregular light troops in good going.  I believe the wording is sufficiently unambiguous that it only costs 1 PIP.  We agreed it was 1 PIP because we couldn't see any other possible interpretation of the rules as they currently stand.

So my questions are:
 1) has there been any other discussion or rulings on this?
 2) does anyone have any opinion on this subject? (given my opponent felt that light troops would historically be the first to flee when broken, and should therefore cost additional PIPs to halt).

Thanks, Andrew

landmeister

  • Guest
Re: Halting irregular light troops in good going
« Reply #1 on: June 23, 2012, 09:37:13 AM »
IMHO it's pretty clear it costs 1 pip only.

foxgom

  • Guest
Re: Halting irregular light troops in good going
« Reply #2 on: June 23, 2012, 08:17:01 PM »
I agree.
See P27.

top : 1 Pip for  halt.

near the bottom
irregular clumsiness
+1 pip "other than i) light troops in good or rough"


neil fox

andrew

  • Guest
Re: Halting irregular light troops in good going
« Reply #3 on: June 24, 2012, 01:29:14 AM »
Thanks guys.  There was never any doubt in my mind.  Is anyone aware of any other discussions on the correctness or otherwise of this rule?