Le Petit Empereur - Updates

 

Column Movement

  • A unit on line may move into column by using either a left or right face. They may then move using the higher rate of movement for column. For example, a four unit corps executes a right face in open terrain. This costs one inch of movement. They may then complete their movement at the higher column rate, so they may move forward a further five (not three) inches.
  • A corps moving in column may snake behind their lead unit. To accomplish this simply move the lead unit by itself. This unit must pay all movement costs required as if it were moving alone, e.g., one half its movement for rotating, one quarter for facing changes, etc. Once it has completed its movement at the higher column rate simply place the remaining units in the corps lined up behind it. The corps must finish its movement so that it is in a straight line with no bends whatsoever.
  • A corps in column may move into line formation in two ways: by executing a change of facing or by coming on line using the method laid out in Le Petit Empereur. In the first case, for example, a seven unit corps may move on line by executing either a right or left face at a cost of one and one half inch. They may then complete their movement at the lower line rate, i.e., move a further two and one half (not four and one half) inches. In the second case, a seven unit corps may use its entire movement to move three units on line with the lead unit. The remaining three units then fall into a second rank behind them. The second rank may then be brought on line with the first at the cost of a further full movement allowance, or the two ranks may simply move forward one behind the other as two separate corps.

Artillery

  • Any friendly unit may move through a friendly artillery unit.
  • An artillery unit may be forced to melee if a combat adjacent to it is lost by a friendly unit, the attacking enemy follows up to be adjacent to the friendly artillery unit, and the attacking enemy unit elects to turn to face the friendly artillery unit. In this case, the artillery unit must turn to face, will not be able to fire its guns, and will be forced to melee. If demoralized, artillery units rally on a 5+.

Rules Additions for Light Troop (LT) Units (For LPE only)

  • Light troops may move through all other types of units.
  • Light troops "fire" during the artillery portion of the phase. They have a range of five inches and demoralize their target on a roll of 5+. Light troops may shoot and move in the same phase.
  • Cavalry units attacking light troops frontally are not subject to the usual -2 modifier when the light troop's morale clock is five or greater.

The Zone of Control

  • Units have a "zone of control" that is one base width by one base length directly in front of them. Any enemy unit within this zone, or moving into this zone, may only attack the friendly unit (or another unit in its corps), stay put, or retreat. This is intended to prevent enemy units from moving across the frontage of friendly units and any questions arising within play should be resolved with this in mind.

Infantry Charging Cavalry

  • Optional rule. The case may occur in your games where an infantry unit charges a cavalry unit while the infantry unit's morale clock is above 4. You have two options for dealing with this: keep the - 2 penalty in force (after all, cavalry should be kept out of charge range until needed) or, mark the infantry unit and use the unmodified combat results table. Historically, charging in square was generally ineffective, so the assumption in this case would be that the infantry unit came out of square to charge, thereby losing its advantage against cavalry.

Cavalry Combat in Woods and Towns

  • Whether defending or not, cavalry always subtracts 2 from its melee roll when engaged with infantry in towns or woods.

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