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Interpretations/Clarifications |
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The following list addresses the most frequently raised rules queries since the release of Advanced Armati. These issues have been raised during previous ARENA's, have been ruled upon by Arty, and are therefore official. While some of these clarifications may seem obvious to many of you, they have repeatedly come up during tournaments and are listed here as an aid to ARENA directors and players alike.
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1
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Detaching Generals A unit may not "abandon" an attached General by moving away from him, either during normal movement or Breakthrough Movement. Attachment/Detachment is done by the General only (as per ARMATI, page 3, sec. 2.3.1), and is done always before all units move in that player's turn. |
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2
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Rallying - Capable of Charging within 6" definition (see ARMATI page, 19, sec. 10.0.) A unit Capable of charging within 6" means that: 1. The unit must be of a troop type permitted to charge the (Rallying) target type in the terrain where the melee would occur. AND 2. If the unit were moved at that moment (regardless of whether or not it is actually allowed to at the present time), it could physically contact the target by means of a normal move not exceeding 6". Such a move may include a wheel of 2" and straight move of 4" if the troop type if the unit is capable of performing a combined wheel and move. Note that any applicable terrain restrictions will reduce this distance. Example: A Heavy Infantry unit should need to be within 2" of a rallying Heavy Cavalry unit to impose the restriction since the HC unit would be (by definition) unattached and, therefore, have impetus. |
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3
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Resting from Fatigue - Capable of Charging within 6" definition (see ARMATI page, 19, sec. 10.0.) Use the 2-step definition as given above for Rallying except that the unit must, in addition, be a Massed unit to deny the target its ability to Rest. |
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4
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Combined Actions A Unit MAY Rally off BPs AND Rest in the same Turn. |
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5
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Denying Impetus - Stationary from a Previous Phase This applies to Shield Walls, Schiltrons (in the Advanced Rules, sec. 16.0), and various Pike and Pike/Shot units listed in ARMATI's Renaissance sections. Such units may be considered stationary for purposes of denying Impetus, etc, even if the units are engaged in melee. [This rule assumes there are sufficient unengaged troops to "solidify" the position]. Example: A Pike/Shot unit moves on turn 5 in the "A" Phase, and is meleed in the "B" Phase by an enemy unit; the two units remain in melee at the turn's end. If in the following turn the side that owns the Pike/Shot unit moves first (in the "A" Phase), the Pike/Shot unit necessarily remains stationary, and, therefore, has the ability to deny Impetus, etc, should it be contacted by other enemy units in the "B" Phase. Note that if such a unit Moves during the Breakthrough Phase, it is considered NOT stationary in its previous Phase, and may be attacked with Impetus in the following turn should an enemy unit move first and do so. |
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6
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Complex Maneuvers and Breakthrough (see ADVANCED ARMATI, p. 28) Complex Maneuvers may NOT be performed in the Breakthrough Phase. |
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7
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Complex Maneuvers and Redressing Ranks (see ADVANCED ARMATI, p. 28.) Units may NOT Re-dress Ranks AND Rally off BPs and/or Rest from Fatigue in the same Turn. (This assumes that some interior movement and repositioning is necessary to accomplish the Re-dress.) Note however, that stationary, Un-dressed units MAY Rally and Rest. |
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8
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Split Divisions' Assessing Initiative Loss (see ARMATI, page 7, sec. 4.1.4a.) Initiative loss is assessed at the END of any applicable phase of the Sequence of Play in which a split has occurred (i.e., after Missile Fire, after each of the two Move Phases, after the Melee Phase, and after Breakthrough Movement). Example: 3 units in a Division (arranged left to right) are in Melee. The center unit Breaks during the Melee Phase. If no other unit is broken, then this constitutes a Split and the Army's Initiative is reduced by 2. If, however, according to Melee Direction, the center unit Breaks AND then one of the other adjacent units Breaks during the same phase, at the end of that Melee Phase there is no Split. Note however, that the INSTANT an army's Initiative is reduced to "1" or "0", whenever that occurs, that army may not voluntarily split another Division. Involuntary Splits (from enemy action (Missile Fire and Melee) may still occur. Also note that the INSTANT an army reaches its Breakpoint it loses the battle. |
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9
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Break-Offs past the Front of an Enemy (see ADVANCED ARMATI, p. 28) Units may NOT Break-Off past the Front of a stationary, unengaged enemy as per AA, page 28, sec 1.3. Except when specifically excepted, a unit may NEVER violate any Movement Prohibitions. |
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10
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WB Impetus Warbands get Impetus vs ALL HI types (PH, FT, COH, DMA, Levy, other WB without Impetus, etc.) WB also get Impetus vs LHI as per AA, page 30. |
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| 11 | Dismounting Cavalry and DMA A Mounted unit having the (d) or (d!) code must actually Dismount at Deployment to impart the +1 Melee bonus to other, adjacent infantry (as per ARMATI, page 10, sec. 6.4.1.) Note that DMA, such as those in the Wars of the Roses lists in AA, do NOT provide the +1. |
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| 12 | Pistol-Armed Cavalry and Reiters All cavalry armed with pistols are considered Reiters even if the word does not appear on the list. Apply the rules in ARMATI, page 23, sec. 13.3.1 to all pistol-armed HC. |
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| 13 | Dismounting Dragoons (DR) with 1 BP If a DR unit receives a BP while Mounted, it may still Dismount without penalty and become a Skirmisher unit as per AA, page 26. |
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| 14 | Un-dressed Units and Impetus Un-dressed units may receive Impetus; i.e., Impetus is not lost simply due to being Un-dressed. |
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| 15 | Skirmishers deployed in front of, but still as part of a light Division (back of SK to front of another light unit) Skirmishers may NOT move backwards, then forward, in the same movement phase. Therefore, if a light division is deployed with SK unit(s) in front of LI or LHI, then moving the SK(s) to the rear of the formation (a 40mm move) constitutes that division's entire move. If the LI or LHI unit moves first, or wheels, it DISPERSES the SK unit in front of it. ONLY skirmishers may interpenetrate. If a SK unit is in front of another SK unit, then the rear SK unit MAY move through the front SK unit and the division may move straight ahead as long as the rear unit(s) do not exceed their movement allowance. Note this division movement must be straight ahead. The rear SK unit may not move forward through the front SK unit, then wheel as part of a divisional move. |
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| 16 | Purchasing an extra light Division A player may purchase the extra light control division even if he has spent bonus points on terrain. |
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