Approved Rule/List Changes


The following items are official changes to the Rules or Army Lists
and have been approved by Arty Conliffe.


1
NIKEPHORIAN BYZANTINE ARMY LIST CHANGES

Effective immediately, the Nikephorian Byzantine (Age of Cavalry, page 12, ADVANCED ARMATI) list is amended as follows:

OLD: 2-CAT (Kataphractoi) were available as Bonus Units

NEW: 1-CAT (Kataphractoi) is available as a Bonus Unit

OLD: The PROT of the 3-HC (d!) (2nd rate Tagmatics) 4[1]0 was a +2

NEW: The PROT of the 3-HC (d!) (2nd rate Tagmatics) 4[1]0 is a +1

2
March 7, 2001

The following rule change has been approved by Arty Conliffe, and is now official. It completely replaces the same area (page 39) in the Advanced Armati supplement.

Advanced Armati Section 16.0

2. Evasion by light troops: The Evade Phase This rule requires an additional Sequence of Play step. The Evade Phase occurs immediately after Missile and before players dice for the movement option. (This means that it takes place before attachment and detachment of Generals). The evade move permits certain light units (only Light Cavalry, Light Infantry, and Skirmishers) to evade a threat from an enemy unit. The "enemy unit" is defined as a type that is normally permitted to charge the evading unit and that is physically capable of charging the evading unit in the present turn.

Only one side may move during the Evade Phase. In most cases, one player will elect to evade and announces the intent to do so. If neither player wants to move in the evade phase, players proceed to the Movement Phase and dice for move option as normal. If both players wish to evade, both players roll a die and add any Army Initiative Difference. The high roll wins and is permitted to make evade moves during the Evade Phase. An army which does not have light troops within charge move of an enemy unit, may not take, or dice for, the evade move

Consequences of Winning the Evade Option

1. The player using the evade move option automatically loses the upcoming Move Option for the regular Movement Phase. (See Sections 3.0 and 7.2).

2. If a unit moves at all during the Evade Phase, it may not move again at all during the current turn (including charges and support charges).

3. Only units making an evade move may move during the evade phase. All other units move during the normal Movement Phase.

Evade Procedures

The evading player must perform an evade move with at least one unit. A unit that evades must move away (after first performing an about face maneuver, if necessary) from the enemy unit(s) causing the evade for a minimum of 3". The unit may perform a wheel of up to 2" and move up to the balance of its normal movement allowance. Since an evade is an attempt to avoid being contacted by enemy troops, a unit may not evade if such a move will take it within charge reach of another enemy unit, or leave it facing an enemy unit that was previously to its flank or rear and within charge reach."

Evading skirmishers may move backwards in an evade move (See Section 6.2.1). Evading skirmishers may interpenetrate units as before.

Note that all units that are not normally permitted to fire and move in the Movement Phase (such as Skirmisher crossbows, Light Cavalry with arquebus, and dragoons), MAY, however, fire and evade at full speed. All other movement restrictions and terrain effects apply. An evading unit may capture a enemy general and disperse enemy skirmishers if normally allowed to do so. (See Section 2.3.1 and 7.11). However, aside from these two instances, an evading unit may not come into contact with any other enemy units, per the restrictions noted above.


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