Author Topic: Broken commands question  (Read 3203 times)

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BlueCelticPagan

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Broken commands question
« on: June 10, 2007, 12:33:05 PM »
I've not played the new rules yet so bear with me. Hopefuly it'll be tonight  :D

When a command first becomes broken, the commands first bound is to halt singles or groups or move the general. It says for the current bound only. Does that mean the next bound it can move steadied troops as normal or they all have to be held again or do they all rout?  ??? Or does it mean you don't get another chance to halt routing troops. Can any elements of a broken command be moved apart from the general after the first bound?

CHEERS
« Last Edit: June 10, 2007, 02:08:52 PM by BlueCelticPagan »

toby

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Re: Broken commands question
« Reply #1 on: June 11, 2007, 08:54:07 AM »
I think that it means that the halting only works for the current bound - i.e. you need to spend PIPs again next bound to hold them next bound. Once an element has started to rout you cannot hold or move it - it continues to rout no matter what.

Sven

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Re: Broken commands question
« Reply #2 on: June 11, 2007, 08:55:25 AM »
I think you are correct Toby!

Barritus

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Re: Broken commands question
« Reply #3 on: June 12, 2007, 07:16:32 AM »
Yes, Toby's correct. The rule on page 43 says:
Quote
All of a command is broken when...[conditions are met]. It can then use its PIP only to:

- move a general who has not yet routed, and or

- halt groups or single elements that have not previously routed, for the current bound only.

All mobile land elements neither halted that bound nor in front edge combat must rout..."

(Emphasis and dot pointing added)

Once broken, you can either stand where you are, or run like the dickens. Once you start running, you don't stop, unless, for some obscure reason, an enemy element gets in the way of your path off the table (mind you, I did manage that once, and nearly lost the game as a result).

loki223

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Re: Broken commands question
« Reply #4 on: August 31, 2007, 08:48:48 PM »
ok so only the troops that you spent pips on to hold can be held from then on.

once you have let a unit go and they make a flee move towads the edge, they are no longer able to be controlled at all?

thats a big change but makes cents to me.

Geoff Pearson

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Re: Broken commands question
« Reply #5 on: September 01, 2007, 11:39:50 AM »
ok so only the troops that you spent pips on to hold can be held from then on.

once you have let a unit go and they make a flee move towads the edge, they are no longer able to be controlled at all?

thats a big change but makes cents to me.
Yes thats correct but its not a flee move its a Rout move which is a double normal move.
Also only the General can make a normal move no other troop can, again different from DBM.
Best Regards
Geoff

loki223

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Re: Broken commands question
« Reply #6 on: September 01, 2007, 04:36:21 PM »
so the best you can do is hold broken units in place and move the general.

bunwin63

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Re: Broken commands question
« Reply #7 on: September 02, 2007, 09:16:30 AM »
and once an element has routed, it can never be held

Barritus

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Re: Broken commands question
« Reply #8 on: September 03, 2007, 01:29:34 AM »
so the best you can do is hold broken units in place and move the general.

Correct. This is a lot tighter than DBM, where you could let broken elements run away, then hold them in later turns. Now, once they start running, they don't stop.

This isn't to say that it's all bleakness - I once broke an enemy command which contained a large block of spear sitting up a hill, and that block held out for the rest of the game. I think they only took a single PIP to hold, and being uphill helped as well. Even when I started hitting them in the flank it was slow going. So if you do it properly, broken troops can still be a headache for victorious opponents.