1.Нашел зону контроля
No unit or formation may move closer than 1BW to an enemy unit unless launching an attack upon it, or upon another enemy unit.
Скорее всего опечатка не BW, а BD. Иначе не войти на ближнюю дистанцию стрельбы
2. Наступаем и ходим через свои базы
Infantry or cavalry may pass through friendly units, so long as they are stationary and both units are unshaken, without any ill-effects to either party.
3. Это не очень понял
All turns are carried out by wheeling. One front corner of the unit or group may move up to a full move forward or 1BD back, pivot- ing on the other front corner, which remains stationary.
A force of any size may redeploy, i.e. change its for- mation, for the expenditure of 2 orders. No unit may move more than 2 BW, and no unit may advance closer to the enemy than the most advanced unit in their force. (i.e. no overtaking) Units may not rally while redeploying, and may not make any other movement in the same game turn as they redeploy. Whilst redeploying, a force is counted as stationary.
Both sides throw a D6, adding and subtracting the following modifiers:
Veteran troops +1
First time firing +2 to firer
Each supporting artillery base +2 to firer
Point blank range +4 to firer
Supporting bases (see next section) varies
Each shaken level -1
Raw troops -1
Target behind/in level 1 obstacle -1
Long range -2 to firer
Target behind/in level 2 obstacle -2
Target behind/in level 3 obstacle -3
Выделенные модификаторы учитывает только стреляющий
An adjacent friendly infantry unit which does not have a target of its own and which is in range may provide supporting fire. In this case, add the follow- ing to the firing unit’s factor:
•+1 if at long range
•+2 if at close range
(At point blank range, it is assumed that the support- ing unit is out of angle.)
База к базе стрельба - без поддержки
Only one attack may be declared on a target in any one game turn. (i.e. a player cannot declare two at- tacks on the same target in the hope that one will suc- ceed if the other fails.)
Две цели за ход атаковать нельзя.
8. Перехват хода противника
The non-tempo C-in-c may ‘steal’ tempo in order to move a unit or group out of sequence. To do so, he must be in base contact with the unit or group to do the stealing and must pay an extra 2 TPs over and above that normally required by the non-tempo player to carry out that particular action. Tempo steal- ing takes place between phases 3 and 4 in the turn sequence.
Represents either a loss of cohesion and/or confi- dence within the unit or the troops becoming tired due to their exertions.
There are four levels of shaken, and a unit can lose up to two per game turn
Теряем до 2х за ход, а восстанавливаем 1. Ерунду написал выше
10. Отступления через своих
If friendly units are encountered during a break move, the routers will pass through them. If they are encountered during the first BW of the break move, the friends fall back shaken.
If enemy troops are encountered during the first BW of a break move, the routing unit is dispersed and removed.
If a unit counters a charge, the two units make contact half way between their respective positions at the start of the move. Both sides get any bonuses for charging.
+ 2 всем
12. Но самое главное это мораль
A morale test must be taken for any brigade or smaller formation during the outcome phase of any game move where one or more of its units have suffered an increase in shaken levels.
Add: 1 point per base that is shaken
2 points per base that has broken
plus 1D6, scoring:
1 = -2
2 = -1
3,4 = evens
5 = +1
6 = +2
If the result exceeds the number of bases in the brigade at the start of the game, the whole brigade is adjudged to be spent and returns at normal movement rate to their army’s base line; no TPs need to be awarded or orders given. The brigade will take no further part in the fighting.
Once 50% or more of the brigades in a division are spent, the whole division is said to be so and will take no further part in the fighting.