I know, I know. Using my brain twice in the one week, I'm going to need a lie down after this! However, after my last post Gordon has been kind enough to explain his thinking behind the rout and pursuit system. He explained that normal movement represents the slow and steady movement intended to keep troops in their proper ranks and files and pursuit is where units go on a mad dash chasing a broken foe. This is anything but slow and steady and the troops are disordered and so able to move much faster. My own view, supported by experience herding cats (or as it is properly known marshalling re-enactors) leads me to agree with this. Once troops move forward in a charge their officers have lost most of their control over what they do next!
Based upon this the rules provide pursuing troops multiple moves across the full turn to simulate such events. It also creates unpredictability which again seems right. Rupert's Horse and their tendency to pursue and loot rather than sticking to the job in hand comes to mind.
So to clarify how I think it works I need to show a simplified version of the turn sequence.
1. Command phase. This includes rallying routers and pursuers (where they were in rout or pursuit from last turn) and where they fail to rally from rout or pursuit making further rout and pursuit moves, BUT not any resulting combats which happen at step 7.
2. Player one moves and shoots. This includes declaring charges and making tests on the charging unit and the testing unit. There is a small chance that the target may rout rather than fight melee. They may also retire or voluntarily evade. Player two's rout, retires and/or evade moves are now made and player one. Player one now charges, pursues or follows evaders.
3. Player one shoots and player two again has a chance of routing if casualties are inflicted. Player one may pursue routers arising from this step
4. Player two moves and shoots and reactions are tested as at step 3 above.
5. Melee combat. Both sides fight so both sides have a chance to retire, rout, follow up or pursue depending upon circumstances.
Ah the Victorian idea of heroism. It probably was not this heroic and involved far more running away |
The turn now ends and you move back to the command phase.
So using a pair of units who haven't been in combat prior to the current turn as an example (and only looking at things from player one triggered combats). Nothing happens until step 2 as there has been no previous combat so nobody has to be rallied. Units can rout at steps 2 from the being charged test or from casualty reaction tests from shooting. Units might pursue or follow up following these actions. Either way there is one potential rout and pursuit move originating here either from being charged or shot at.
My boys are fleeing! Damn those dice or is it di? |
Ignoring player two's charges and shooting to keep things simple next we fight melees and again there are potential routs, pursuits and follow ups. So player two has three possible rout triggers from the being charged test, being shot at and lastly melee outcomes. Player one also has the same three events where they may pursue the routers.
We then move to the command phase of the following turn where failing rally tests will trigger another rout and pursuit move but not combat. Add to that the fact that pursuers will make full pursuit moves until rallied and may contact other enemies where they will fight melee immediately and make further follow up pursuit moves from those fights as required and it is clear that it is possible for pursuits to cover a lot of ground very quickly. Just to add to the fun pursuers are classed as "not rallied" in melee combat and will run the risk of becoming out of command on multiple pursuits moves! Gordon did say he wanted chaos once units engaged!
I'm not sure I would be keen to hang about to face this TBH |
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