7.0 MOVEMENT PHASE

by Don Maitz













A. FORMATIONS
7.1 Definition of Formation 7.2 Closed Formation 7.3 Open Formation 7.4 Skirmish Formation 7.5 Mob Formation
7.6 Changing Formation - - - -

B. MOVEMENT
7.7 How to Move 7.8 Movement and Enemy Units 7.9 Changing Direction 7.10 Changing Frontage 7.11 Wrap-Around Movement
7.12 Fighting Withdrawal 7.13 Forced March 7.14 Charge 7.15 Routing -
Battlesystem - - - AD&D

Units may MOVE during the Movement Phase.
Units may also change formation,
change frontage,
change direction, and
perform other special movement.

PROCEDURE

During the Movement Phase of each
Game Round, all eligible units may
MOVE. In the AD&D game, the
movement rate for all figures is the
# of inches for that type of
creature as defined in the AD&D game.
In the D&D game, use the conversion
given in [3.1] ARMY ROSTER SHEET.
There is a movement cost for certain
terrain features (Intermediate Game
only), changes of unit formation, and
changes of direction. Figures that begin a
Movement Phase in base-to-base contact
with an enemy figure are restricted in
their movement positions.
 

A. FORMATIONS


 
7.1 Definition of Formation 7.2 Closed Formation 7.3 Open Formation 7.4 Skirmish Formation 7.5 Mob Formation
7.6 Changing Formation - - - -

[7.1] DEFINITION OF FORMATION

A formation is a deployment of troops
in a unit. There are four types of
formations:

  • Closed,
  • Open,
  • Skirmish, and
  • Mob.

  • Regular units can operate only in
    Closed and Open Formations. Skirmish
    units can operate only in skirmish
    Formation. Mobs can operate only in
    Mob Formation. Each formation has
    certain characteristics.

    PC/NPC individuals may o rmay not
    be part of a unit. They do not have to be
    part of a specific formation at any time.
    Their roles are defined in [9.0] HEROES
    AND COMMANDERS.

    [7.2] CLOSED FORMATION

    In closed formation, the figures in the
    unit are in base-to-base contact.

    If a unit in closed formation suffers
    losses, always remove them from the rear
    of the unit regardless of where they
    actually occur, since the unit is assumed
    to automatically fill any holes in its front
    ranks.

    A unit must be in command in order to enter
    closed formation.
     

    [7.3] OPEN FORMATION

    In open formation, the bases of the
    figures in the unit are approx. 1/2"
    apart. (OPTIONAL RULE: If you are
    using stands of figures (see [2.4]
    MOUNTING MINIATURE FIGURES),
    place the stands 1" apart.)

    If a unit in open formation suffers
    losses, it must MOVE figures to fill any
    gaps in its front lines. It costs 1" of
    movement rate per figure that must be
    moved to fill such gaps. It must pay this
    cost and MOVE as many figures as
    necessary to close gaps, even if it is in
    base-to-base contact with an enemy unit.
    If the total cost for movement exceeds
    the movement rate of the unit, then the
    unit fills the gap and cannot MOVE for the
    remainder of the current Game Round
    unless it Routs.

    [7.4] SKIRMISH FORMATION

    In skirmish formation, the bases of the
    figures in the unit are 1" or more apart.
    Figures in a skirmish unit may MOVE as
    far away from each other as desired.

    A unit in skirmish formation can
    "pass-through" another friendly unit that
    is also in skirmish formation. No other
    formation can do this.

    If a unit in skirmish formation loses
    figures, it does not automatically fill
    gaps. If it chooses, it can MOVE
    individual figures at the normal
    movement rate to fill gaps.

    Figures operating in skirmish
    formation can never MOVE into
    base-to-base contact with enemy units.

    [7.5] MOB FORMATION

    A unit in mob formation is displayed
    by placing figures or units in an
    irregular (but approx. square)
    array. Figures in mob formation are
    always placed in base-to-base contact. If
    a unit in mob formation suffers
    casualties, remove figures from the rear,
    since a mob automatically fills in any
    gaps.

    [7.6] CHANGING FORMATION

    A unit may change formation at any
    point during its Movement Phase. All
    figures in a unit must be in command for
    it to change formation, unless the unit
    goes out of command or is routed. In the
    latter case, it automaticaly goes to open
    formation if not already in that
    formation.

    A change of formation costs a unit 1/4
    of its movement rate. Changes of
    formation that happen involuntarily
    (such as going out of command or being
    routed) have no cost.

    B. MOVEMENT
     
    7.7 How to Move 7.8 Movement and Enemy Units 7.9 Changing Direction 7.10 Changing Frontage 7.11 Wrap-Around Movement
    7.12 Fighting Withdrawal 7.13 Forced March 7.14 Charge 7.15 Routing -
    Battlesystem - - - AD&D

    [7.7] HOW TO MOVE

    Use a ruler or tape measure to
    determine hwo far a figure can move. It
    speeds play if each player has his or her
    own ruler or tape measure.

    Measure movement from the front of
    the figure's base. If an entire unit is being
    moved, it is usually sufficient to measure
    the move of one or two figures in
    the front rank. Then MOVE the REST of the
    figures in the unit and place them in the
    same relation to the figures whose MOVE
    you have measured as they were at the
    beginning of the MOVE.

    To measure the movement of a mob,
    designate one figure or counter as the
    point from which all measurements are
    made.


     
     
    SPECIAL NOTE: It is illegal to 
    pre-measure movement distances, 
    ranges, areas of effect, or anything else 
    without first declaring the action. Once 
    the action is declared, those forces are 
    committed to the stated action, or to no 
    action for that entire phase!

    Q: What exactly does the prohibition
    against premeasurement mean? Do
    players have to describe their units?
    actions in minute detail before placing
    the ruler on the table?

    A: Detailed descriptions of a unit's actions
    are not necessary. The premeasurement
    rule is there to prevent players from using
    their rulers as aids to decision making. For
    example, a player cannot measure the
    distance between his unit and an enemy
    unit, then decide not to try to charge the
    enemy unit because the distance is too
    great. In this case, the player would have
    to move his unit as close to the opposing 
    unit as its normal movement allowance
    will take it.
    (127.67)
     

    [7.8] MOVEMENT AND ENEMY UNITS

    A figure must immed. stop its
    movement when it comes into base-to-base
    contact with an enemy figure. Other
    figures in the same unit may continue
    movement if they are not yet in
    base-to-base contact with the enemy.
    Figures may not change direction once any
    member of the unit has made contact with
    an enemy figure.

    Figures that begin their Movement Phase
    in base-to-base contact with an enemy
    may only execute Wrap-Around
    Movement ([7.11]), Fighting Withdrawal
    ([7.12]), or Flee ([8.8]). This restriction
    applies even if the enemy units have
    moved into base-to-base contact within the
    same Game Round.

    A unit that has lost init and had an
    enemy unit MOVE into base-to-base contact
    with it cannot change formation, facing,
    or frontage in its current Movement Phase.
    In subsequent Movement Phases, it can
    only execute Wrap-Around Movement
    ([7.11]), Fighting Withdrawal ([7.12]), or
    Flee ([8.8]).

    Q: Rule [7.8] seems to indicate that a
    unit can perform a wrap-around
    during the movement phase even if
    it does not have the initiative. Is this
    correct?

    A: No. Rule [7.8] (page 11) applies only to
    units that move into base-to-base contact
    with an enemy unit during their own
    movement phase. Movement under this
    rule is not the same as wrap-around movement
    as described under rule [7.11] (page
    12). Figures in a unit moving under rule
    [7.8] may not change direction in any way
    once even a single figure in the unit makes
    base-to-base contact with the enemy. The
    figures can only move straight ahead.
    (127.66)

    [7.9] CHANGING DIRECTION

    Units in skirmish formation can change
    direction at will during their Movement
    Phase without a penalty in movement rate.

    Units in closed or open formation can
    move straight ahead or up to 45 degrees to
    the left or right at will during their
    Movement Phase without a penalty in
    movement rate. Use a protractor or angle
    to measure changes of direction.

    Units in closed, open, or mob formation
    can change direction by Wheeling. To
    wheel, a unit pivots around one of its
    figures. The movement cost of wheeling is
    the distance moved by the outermost
    figure in the unit.

    Units in closed or open formation can
    also change direction by Changing Facing.
    There are three types of facing changes:
    Right Face, Left Face, and About Face.

    To make a Right or Left Face, turn all
    figures in the unit (or only some figures, if
    desired) 90 degrees to the right or left. The
    cost of a right or left face is 1/3 of the unit's
    movement rate, even if only some of the
    figures changed facing.

    To make an About Face, turn all figures
    in the unit (or only some figures, if
    desired) 180 degrees. The cost of an about
    face is only 1/2 of the unit's movement rate,
    even if only some of the figures changed
    facing.

    Q: The text describing a change of
    facing on page 11 does not seem to
    match the accompanying diagram. If
    the unit on the right did a left-face,
    wouldn't the relative positions
    remain unchanged? The actual
    result looks more like a wheel.

    A: You are correct. A change of facing does
    not alter the relative positions of the figures
    in the unit. The figure labeled "MV
    COST 1/3 MV ALLOWANCE" should be
    replaced by a unit figure exactly like the
    one to the left of it, but with arrows pointing
    off to the right.
    (127.66)

    Q: The illustration on page 11 ([7.8]) <([7.9])>
    of the BATTLESYSTEM rulebook
    shows a wheeling movement and
    gives the movement cost as 5?. Can a
    unit perform a double wheel and go
    twice as far, or half a wheel and go
    only half as far?

    A: There is no fixed cost for wheeling; you
    have misinterpreted the example in the
    rules. A wheeling unit pivots on one of its
    "corners," the cost of the wheel being
    determined by the total movement of the
    figure that is farthest from the pivot point.
    A unit may wheel as far as its movement
    allowance allows. The 5" cost shown on
    page 11 is just an example.
    (127.66)


     

    [7.10] CHANGING FRONTAGE

        Units in closed, open, or mob formation
    have a Frontage. The frontage of a unit is
    the number of figures along the front side.
    Units in skirmish formation do not have
    frontages.

        Figures may be added to or subtracted
    from a unit's frontage by moving figures
    up from the rear ranks of a unit or
    moving them back to the rear ranks. The
    movement cost of changing frontage is 1".

    <change costs = 3"?>

    [7.11] WRAP-AROUND MOVEMENT

        A unit that begins its Movement Phase
    in base-to-base contact with an enemy unit
    can attempt Wrap-Around Movement
    during its Movement Phase.

        In wrap-around movement, the unit
    expands its frontage and wheels the ends
    of its battle line inward to envelop, or
    wrap-around, the enemy unit. Both the
    right and left flanks of a unit may wheel
    inward during this maneuver.

        The movement cost of wrap-around
    movement is the total of the costs of
    expanding frontage and wheeling the edges
    of the line inward. No individual figure
    may move more than its full movement
    rate.

        At the end of the melee, a unit that has used
    wrap-around movement is automatically
    considered to be in open formation. Note
    that the bases of the figures will not
    necessarily be 1/2" or more apart. This is
    an exception to the normal rules relating to
    open formation.

    Q: Does a unit need initiative in order
    to execute a wrap-around?

    A: No. In order to execute a wrap-around, a
    unit must start its movement phase in baseto-
    base contact with an enemy unit. It must
    have one or more figures that are not yet in
    base-to-base contact, and it must have room
    to expand its frontage. Only figures that
    begin the phase out of base-to-base contact
    can be involved in the wraparound. A unit
    can perform wrap-around movement only in
    its own movement phase. For example, a
    unit that is eight figures wide and two figures
    deep wins initiative and moves into
    melee with an identical unit. In this case, the
    enemy unit?s next movement phase comes
    before the melee phase, initiative not withstanding.
    The unit may use its extra figures
    to wrap the attacking unit during this movement
    phase.
    (132.34)

    Q: Can a unit execute a wrap-around
    if attacked from the rear?

    A: No.
    (132.34)
     

    [7.12] FIGHTING WITHDRAWAL

        A unit that is in base-to-base contact
    with an enemy unit at the beginning of its
    Movement Phase can attempt to make a
    Fighting Withdrawal. The unit attempting
    to make a fighting withdrawal must have a
    current movement rate of at least 3".

        To make a Fighting Withdrawal, the unit
    moves 3" backward, away from the enemy
    unit. It may not end up in base-to-base
    contact with another enemy unit.

        The enemy unit has the immed.
    option to either remain in place, or to
    advance 3" and remain in base-to-base
    contact with its opponent. It may do so
    even if it has already used its full
    movement rate during that Game Round.

        If the enemy unit consists of creatures
    with low INT or chaotic alignment,
    it must make a Discipline Check.
    If the check succeeds, the unit has
    the option to remain in place; otherwise,
    it automatically advances to continue the
    melee.

        If an enemy unit elects to remain in
    place, it cannot Charge the unit that
    withdrew for the remainder of the current
    Game Round.

    [7.13] FORCED MARCH

        A unit or individual can MOVE farther
    than its full movement rate through a Forced March.

        A unit must be in command to make a
    forced march. PC/NPC individuals can
    always make a forced march. A unit
    cannot be in base-to-base contact with an
    enemy figure during any part of its
    Movement Phase during a Game Round in
    which it makes a forced march.

        A unit that makes a forced march must
    make a Morale Check at the end of its
    MOVE. If the check is failed, the unit's
    Attack Rating (AR) worsens by one (e.g.,
    19 becomes 20; 16 becomes 17). This
    penalty accumulates. (Units that "never
    check morale" are subject to this penalty.)

        EXAMPLE: A unit with an Attack
    Rating of 15 makes a forced march for
    three Game Rounds. At the end of the first
    Game Round, it fails a Morale Check, and
    the AR goes to 16. At the end of the
    second Game Round, it fails its check
    again, and the AR becomes 17. At the end
    of the third Game Round, it makes a
    successful Morale Check, so the AR
    remains 17.

        This AR penalty stays until removed.
    The AR improves by one (up to its original
    value) each time the unit spends one entire
    Game Round doing absolutely nothing and
    is not attacked.

        A unit that makes a Forced March
    moves 1 1/2 of its normal full movement
    rate.

    Q: What happens when a unit on a
    forced march comes into contact
    with an enemy unit? The rules seem
    to indicate that something terrible is
    supposed to happen.

    A: A unit cannot execute a forced march if
    the forced march will bring it into contact
    with an enemy unit. How this restriction
    works out in practice depends on the
    situation. For example, a unit with a movement
    rate of 12" can make a forced march
    of up to 18". The unit cannot use a forced
    march to make melee contact with an
    enemy unit that is more than 12" worth of
    movement away. If the unit makes a
    forced march and comes into contact with
    an enemy unit before it has exceeded its
    normal 12" movement rate, it loses its 6"
    forced march bonus as it must follow rule
    [7.8] on page 11; the unit suffers no other
    penalties. If a unit making a forced march
    can see an opposing unit that lies just
    beyond the marching unit's normal movement
    limit, the marching unit comes to a
    halt at the limit of its normal movement
    rate (the troops are assumed to have
    stopped to catch their breath before
    melee). However, if the unit accidentally
    runs into a hidden or invisible unit after it
    has exceeded its 12" movement, it is
    stopped and ambushed by the hidden
    force. In the melee phase, the hidden
    force gains the initiative and inflicts damage
    on the moving unit before the moving
    unit can return the attack.
    (127.66)
     

    [7.14] CHARGE

        A regular unit || mob may Charge
    during its Movement Phase if it can reach
    an enemy unit to engage in melee at the
    end of its move. A charging unit may
    move 1 1/2 its normal movement rate (this
    is called a "charge range"). At the end of
    the MOVE, the charging unit must be in
    base-to-base contact with an enemy unit or
    figure, and it must attack that figure
    during the Melee Phase.

        Skirmish units and individuals cannot
    charge. Their "charge range" for Discipline
    Checks is the same as their normal
    movement rate.

        To charge, the unit must be able to MOVE
    at least 2/3 its normal movement rate
    before it comes into base-to-base contact
    with its TARGET. The 2/3 of the charge
    distance must be in a straight line.

        A unit may charge in open, closed, or
    mob formation. A regular unit that
    charges in closed formation gains a -1
    bonus (minuses are advantageous) to its
    Attack Rating [8.3] for the Melee Phase
    in that Game Round only.

        If the charging unit is in closed
    formation and consists of creatures of
    chaotic alignment or low intelligence, it
    must make a Discipline Check when
    charging. If the Discipline Check fails,
    the unit goes out of command and breaks
    into open formation during the charge.
    Except in this one instance, an out of
    command regular unit cannot charge.

        If the charging unit runs into an enemy
    figure or figures that would be killed
    even if the charging unit does min.
    possible damage, it Breaks Through. The
    enemy figures are immed. removed
    and the unit continues its charge. The
    charging unit does not need to eliminate
    an entire unit to break through; just
    those figures in its path. However, the
    charging unit must end its Melee Phase in
    base-to-base contact with another enemy
    figure or figures or suffer the penalty
    below.

        If a unit in closed formation fails to
    end its charge in base-to-base contact
    with an enemy figure or figures, it breaks
    into open formation, but remains in
    command. If a unit in open or mob
    formation fails to end its charge in
    baes-to-base contact with an enemy
    figure or figures, it suffers a -3 penalty to
    current morale for the remainder of the
    current Game Round.

    [7.15] ROUTING

        If a unit in open or skirmish formation
    fails a Morale Check, it Routs. Place a
    Rout marker on any unit that routs.

        A routing unit immediately moves
    away from the enemy a total of its
    movement rate plus an additional 1/3 of
    its movement rate, and ends its move
    with its back to the
    enemy. A unit always routs away from
    whatever caused the Morale Check, and
    routs toward its own lines if psb..

        If a routing unit hits a friendly unit that
    has not routed, the unit that has not
    routed must make an immed. Morale
    Check. If that unit routs, it moves ahead
    of the friendly unit that forced the Morale
    Check. If the checking unit does not rout,
    the routing unit "breaks around" the
    checking unit, reforms on the other side,
    and continues its movement. (Note that a
    routing unit can pass-through a unit in
    skirmish formation--but the unit in
    skirmish formation must nevertheless
    make a Morale Check.)

        The owning player may attempt to rally
    units that have routed during the Rally
    Phase (see [6.0] RALLY PHASE). If no
    attempt to rally is made, or if an attempt
    to rally fails, the routing unit continues to
    rout. On the Movement Phase that
    follows, the routing unit moves its full
    movement rate in the same direction it was
    moving.

        If a routing unit moves off the edge of
    the table, or across the edge of the
    battlefield, it is removed from play.

        If a unit that would otherwise rout is
    completely surrounded (all passable terrain
    completely blocked) by an enemy unit in
    closed or open formation, and there is no
    gap of 1" or more of passable terrain
    through which even a single figure could
    escape, the routing unit is automatically
    destroyed and removed from play.
    Otherwise, the entire unit is entitled to
    rout through the gap. When escaping
    through such a gap, no single figure in the
    routing unit can MOVE more than its rout
    movement rate.

        OPTIONAL RULE: In a campaign
    battle, if a unit completely surrounds a
    unit that would otherwise rout, the
    attacking player can choose to Capture the
    routing unit. The attacking player
    designates one of his figures as Guards for
    every four captured enemy figures;
    otherwise, the enemy figures automatically
    escape. Escaped figures are treated as
    Routed figures for all purposes. The
    attacking player receives twice the normal
    number of XP for captured
    figures at the end of the game (see [16.2]
    EXPERIENCE POINTS), and may be able
    to ransom them if the campaign situation
    permits. Captured prisoners can also be
    traded for prisoners held by the other side,
    if the trading players agree.
     

    Q: Where exactly will routing units
    go if there are enemy units between
    them and their own lines? Do they
    run toward their heroes or commanders?
    What happens if a routing
    unit encounters an impassable terrain
    feature such as a river?

    A: Routing units move away from the cause
    of the rout along the path of least resistance.
    They go toward the point at which
    they entered the playing area, avoiding
    obstacles and enemy units along the way.
    When a routing unit encounters terrain
    that it cannot cross or enter, it moves
    along the edge of the feature in the direction
    that takes it away from the enemy.
    (127.14)
     

    Q: What happens when a unit that
    has performed a wrap-around suffers
    a rout? Do the figures scatter?
    Or does the unit pay movement cost
    to "unwrap," then rout directly away
    from the enemy?

    A: Generally, the whole unit routs in the
    same direction. It doesn't have to
    "unwrap" because it does not change
    formation. The main body of the unit
    routs directly away from the enemy, and
    the figures on the flanks follow.
    (127.14)
     

    Q: Is there any way to stop a routing
    unit other than rallying it?

    A: No, a unit continues to rout until it rallys
    or leaves the board.
    (127.14)
     

    Q: Do routing units have to pay a
    movement penalty for the aboutface
    required to turn their backs to
    the enemy? Do they pay terrain
    costs when they move through
    woods or up hills?

    A: Routing units do not pay for the change
    of facing. They ignore terrain modifiers as
    long as the terrain is passable.
    (127.14)
     

    Q: If a routing unit's path takes it past
    several commanders or heroes, can
    each commander attempt to rally
    the unit?

    A: There may be only one attempt to rally a
    unit per rally phase, the number of commanders
    present notwithstanding.
    (127.14)

    General note on routs: There are so
    many variables affecting the actions of a
    routing unit that it is impossible to cover
    every possible situation. Players and referees
    must apply some common sense
    when adjudicating routs; just remember
    that a routing unit wants to get away from
    whatever caused it to rout, and will try to
    exit the battlefield at the same point that it
    entered.
    (127.14)
     
     
     
     



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