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Standard game rules - Victory Point Games

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Napoleonic 20 Game Rules v2.0 8● Until revealed, a Dummy functions inall ways as normal unit and does controlthe hex it occupies (e.g., an enemyObjective or LoC hex).[16.2] Cavalry PenetrationDuring your Reaction Phase,friendly cavalry units may movethrough enemy ZOCs under certaincircumstances.ProcedureCavalry Penetration occurs only during thefriendly Reaction Phase as a cavalry unit’ssingle action. The cavalry unit must begin itsReaction phase adjacent to an enemy unit. Itcan then move into another hex that is alsoadjacent to an enemy unit (even moving fromone hex in an enemy ZOC to another), butthen it must cease its movement for thatPhase and cannot conduct a Counterchargeattack.● The Penetrating cavalry unit cannot beginin or enter the ZOC of an enemy cavalryunit.This move is, in effect, the opposite ofDisengagement (8.3).[16.3] Artillery SupportIndividual batteries of artillery wereoften detached from parks to nearbyformations to help shore upthreatened parts of the line.[16.3.1] Defensive Support: If no attackhas been declared (9.2) against an Artilleryunit, it adds one (+1) to the strength of allfriendly defending units in its Zone ofControl (if it currently has one). Thisbenefit has no Morale <strong>Point</strong> cost andapplies during Enemy Combat andReaction Phases.[16.3.2] Bombardment: Artillery unitscan attack across Major Rivers or otherprohibited terrain hexside by Bombardment.Bombarding Artillery units mayattack, either alone or combined with otherfriendly attacking units, using their normal(printed; not doubled as per 9.2) CombatStrength.When Bombarding, Artillery units enjoy alimited immunity to adverse combatresults, treating all AB or AR results asAW. If an EX result occurs, BombardingArtillery can never be Broken to satisfyCase 9.6.7; if the Artillery unit is attackingalone via Bombardment, treat any EXresults ad eNgaged instead.[16.4] Additional Rally LocationsIn addition to vacant LOC hexes, you mayalso place Rallied units (10.0) in a ‘Rallyhex’ that meet all of these conditions:● It must be an empty Town, Fortified,Redoubt or same-side’s Objective hex(i.e., a ‘natural rallying point’).● It must be ‘a safe distance’ of at least 4hexes away from the nearest enemy unitand closer to the nearest friendly LOC hexthan the nearest enemy unit is to that LOChex (i.e., ‘behind friendly lines’).● It must be able to trace a path of hexesto the closest friendly LOC that is notoccupied by an enemy unit; this path maybe of any length, but cannot pass throughany hex containing or adjacent to anenemy unit, or across impassable (e.g.,unbridged or unforded) major riverhexsides (i.e. ‘not isolated behind enemylines’).[16.5] Routed UnitsUnits that Rout receive additionalrestrictions.[16.5.1] Indicated Routed Status: Place a‘Routed’ marker on routed units after theycomplete their Rout Movement.[16.5.2] Rout Effects: Are as follows:● Routed units may only move if theycontinue to retreat. That is, anyMovement <strong>Point</strong>s they spend must be inaccordance with Rule 9.8. They mayelect to simply stay in place.● Routed units lose their ZOCs.● Routed units have their combat strengthsreduced by 50% (round fractions up)when both attacking and defending. Thisdoes not affect a defender’s TerrainStrength benefits.● If all of the units of one sideparticipating in a battle are alreadymarked as Routed, they may not have aMorale <strong>Point</strong> spent to commit theirreserves to battle (12.5).● Routed units cannot Advance afterCombat.● Routed units Retreat and Rout againnormally if compelled to do so.[16.5.3] Rout Recovery: Every routed unit(even one that just suffered an ARresult) recovers automatically at theend of that Player’s turn if it is notin an enemy Zone of Control.[16.6] Unit ReductionBroken units can return to play as smallerformation, reduced-strength units called‘Cadres.’[16.6.1] Partial Rallying: When youconduct a Rally Check for an Infantry unit,you may treat a ‘No Effect’ outcome as a‘Partial Rally’ result.● Eliminate the Infantry unit that you wererolling for (i.e., it is permanentlyremoved from play), and● Receive (‘Rally’) one of the generic, 1-strength Cadre units instead.[16.6.2] Cadre Units: Cadre units functionas normal Infantry units except, if they areever Broken, they themselves cannot beRallied. When Broken, they are returned totheir owner’s available pile instead and areavailable for future reuse.[16.7] Unit Breakdown and BuildupGeneral RuleBefore it moves during itsowner’s Movement Phase, a‘large’ (i.e., having a CombatStrength of 2 or more) infantrytypeunit (only; other types are noteligible) can be exchanged for (i.e.,‘broken down into’) two Cadre units, ifavailable, at the cost of 1 Morale <strong>Point</strong>.Conversely, at the end of their owner’sMovement Phase, two Cadre units may bestacked together and then be exchanged for(i.e., ‘combined into’) an eliminated largeinfantry unit and 1 Morale <strong>Point</strong> recovered.[16.7.1] Breaking Down: A player musthave two available Cadre units in order tobreak down a large infantry unit.Remove the large infantry-type unit beingbroken down from the map and place itamong your eliminated units (i.e., it cannotbe Rallied). Replace it in its hex with twoCadre units. These newly placed Cadreunits are free to move and engage incombat this turn.● There is a minus one (-1) Morale <strong>Point</strong>cost to break down a unit thus.● If an unrevealed large infantry unitbreaks down, one Dummy unit, ifavailable, can also be added to thatstack when it is formed.[16.7.2] Combining: Any two Cadre unitsof the same nationality can end theirowner’s Movement Phase stacked together(an exception to Rule 6.9). When they doso, they are removed from the map andreplaced in that hex by their owner’sweakest eliminated large infantry unit ofthat same nationality, which is then free toparticipate in combat that turn.● There is a plus one (+1) Morale <strong>Point</strong>gain when building up a large infantryunit thus.GAME CREDITSGame System Design: Joseph MirandaDocumentation and Game SystemDevelopment: Alan EmrichArt & Graphic Design: John CooperPlaytesting: Mark Beninger, Nick Chartier,Michael D’Alesandro, Scott DiBerardino, JoeDonnelly, Patrick Luque, Lance McMillan, KimMeints, Stephanie Newland, Randall Shaw© 1999 Joe Miranda and © 2008 <strong>Victory</strong> <strong>Point</strong> <strong>Games</strong>

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