/ QUESTIONS & ANSWERS
(numbers indicate references
to the rules booklet)
1) Rule 9.3.2, bullet three states, "If
any defenders are routed or disrupted, add 1 to the die roll."
What is "disrupted"?
leftover from an earlier draft of the rules! Unfortunately it
slipped through the proofing process. The rules should read, "If
any defenders are routed, add 1 to the die roll."
Is it possible to delay McClellan's arrival till a later turn
when other Federal reinforcements arrive?
McClellan must enter when specified by the random event.
Does McClellan have to follow reinforcement rules which state
that units must stay on a road during the turn that they enter?
neither McClellan or Longstreet are bound by that restriction.
Can McClellan show up in a different hex instead, say the road
hex where Cox's men came on board?
McClellan can enter at any Union entry hex.
Which is correct for purposes of the crest modifier on combat:
the references in the TEC or the references in the CRT ( and
is it possible to have a unit reduced to zero SPs)?
"...the specific problem we encountered yesterday was that
on the combat table the crest attack DRM specifies attacking
INFANTRY suffer the penalty, while the rules and the terrain chart both
say UNIT. The question came up because I was attacking
up a slope and across a crest with an Artillery unit. Now its clear that
Artillery units attacking into a woods hex have a strength of 1. BUT, if
they are attacking up slope across a crest, are Arty units
suppose to lose another SP? If so, does that make Arty units have a strength
of zero when attacking upslope into a woods hex (obviously
making it impossible for them to attack such a hex)?"
CRT is correct. The TEC should read "-1 SP from infantry
attacking upslope across the hexside."
Is there a limit to leader modifiers on effectiveness rolls (i.e.
could McClellan and Reno both use their modifier to affect a
given unit's effectiveness roll)?
assume you're referring to units attempting to rally. There
is no limit. So if both McClellan and Reno are stacked with
a routed unit, you could potentially roll 3 times (against
Mac's effectiveness value, against Reno's, and against the
unit's) in an attempt to rally (10.1).
I have a question regarding the loose ZOCs in the game: at the
beginning of the movement phase, Rosser has two Union units in
his ZOC (which would render his ZOC ineffective for any other
hexes adjacent to him). Can one of these Union units then move
directly from one adjacent hex to another adjacent hex against
Rosser (thus the 'oozing' effect mentioned earlier)? For purposes
of this example assume the Union unit is in range of its effective
According to 6.1, "A unit which begins a Movement Phase
in an enemy ZOC must be within two hexes of an effective
leader... in order to leave its hex.... The exiting unit
may enter the ZOC of a DIFFERENT enemy unit... but would
then be required to stop." No "oozing" allowed.
Also, for purposes of reinforcement movement, do reinforcing
units pay movement costs for the entry hex in which they are
placed, or is this hex in effect a 'free' hex for movement?
cost is paid for the entry hex (9.2.8).