Onus! - Summary of Rules Q & A From BGG Forum

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 10

Onus!

– Summary of Rules Q & A from BGG Forum

Page 9 - Phalanx: Is the Phalanx bonus against Cavalry cumulative with its other bonuses?

Yes, it is.

Is the Phalanx bonus cancelled vs Onrush, or is only the "first attack" ability cancelled?

Both Phalanx and Onrush bonus can only be used after a charge, in the “first attack”, after that both
abilities aren’t used. Furthermore, in the first attack each one cancels the other’s ability at that first
combat, which is the only one where they can be used. So in a Onrush vs Phalanx charge the first
attack is simultaneous (both effects regarding the unit attacking first, are cancelled). The Phalanx
formation marker is removed after that first attack, so for further melee combats the Phalanx ability
may not be used.

Does the Phalanx bonus require frontal contact (as Onrush does)?

Yes, it is requires a charge.

Does the Phalanx bonus continue after the first contact (unlike Onrush)?

No, it only can be used at the first attack. After that the marker is removed from the unit.

Page 10 - Onrush: This bonus only applies on first contact, correct? Is the Onrush bonus cancelled vs
Phalanx, or is only the "first attack" ability cancelled?

Only at first contact, if there is a charge. See above answer about Phalanx.

Unit X performs an Onrush against Unit Y, destroying Unit Y. Onrush then gives Unit X a 1/2
movement to spend immediately after the attack. All-Direction Movement (page 17 of the
rulebook) is legal for any unit not engaged in combat, and is a Reduced Movement action. So, after
Unit X decimates Unit Y, he is no longer engaged in combat and uses All-Direction movement to
move backwards (as allowed by All-Direction movement). My question is: is the Reduced Movement
penalty for All-Direction movement cumulative with the 1/2 movement allowed by Onrush? i.e. does
Unit X get to move 1/2 or 1/4 of its movement value when combining All-Direction with post-Onrush
movement?

It is exactly as you say. After destroying a unit with Onrush you can move 1/2 its movement points. If
you want to use some sort of reduced movement then you can only move 1/4 of its movement points.

Page 10 - Javelins: What are Javelins for? The text on this page indicates that they can use a ranged
weapon if they take a reduced movement. The units that I have seen with Javelins already have a
Ranged Attack value, and all ranged attacks require a reduced movement. What is the point of this
icon?

There is an event called 'throw javelins'. This is the purpose of this icon. No other unit with a ranged
attack can do it when we play this event

Page 13 - Generals: Is a General's bonus for Ranged "attacks" added to the Range as well?

The "attack bonus" of a general may be used in both melee combats and ranged attacks. In both
cases it modifies unit combat values, but it doesn't modify the unit range. I don't know if there is any
specific general whose special ability increases a unit’s range. Only a general by its special ability may
modify the range of a unit.

1
30-Apr-17
Onus! – Summary of Rules Q & A from BGG Forum

Page 16 - Order Cards: During the activation phase, you can play as many Order cards as you wish to
activate your units, the only restriction being that you do not play more than one order card on the
same unit (all units can activate only once). Is my understanding correct?

Correct.

Stampede Card: Is this card only for elephants? Or does it apply only to cavalry? How to you apply
modifiers?

It only affects mounted units (cavalry, elephants...). Infantry units are not affected. If the mounted
unit within range is cavalry (both from the enemy and from friendly army) it has a -1. If it is mounted
but not cavalry it has -2. So, how does it work? You choose a unit from your army (supposing that
your army is Rome). All the mounted units within a 4DU range make the check. No matter if the
mounted unit is from Rome or from Carthage.

Forced March: Can this Order be used to just move one unit by itself without playing another move
order? (Is the order part mandatory or can a card just be used to order a unit base on the
icon/type?) Can Forced March be played with Cavalry Advance (activate all mounted units)?

To use Forced March you must activate the unit first with another activation card and then it moves
more. It applies just to one unit. No matter if you activate several units, like with Cavalry Advance.

Page 16 - Movement: Can a unit turn-move-turn, provided it turns in the same direction, and on the
same corner? Can it move, then turn?

Yes, you can turn, move, turn. Or move, turn. Or any other combination.

Page 17 - Reduced Movement and Turning in Position: If I turn up to 90° using the centre of the
card as the axis, is it considered a Reduced Movement manoeuvre?

Yes. You may turn up to 90° from any card corner using standard movement, but if you use the card
centre, you must use reduced movement and you can't charge in the same turn.

Page 18 - Reduced Movement and Charging: The main (only?) difference between Charge
Movement and Reduced Movement, when I make contact with the enemy, is that when charging I
can line up my unit automatically for free, finishing with the best possible position for me, right?

With reduced movement you can't charge and you haven't the applicable modifiers, and thus you
can't line up free.

Page 18 - Charges and Movement: Can I activate a Skirmisher in contact with an enemy unit, move
him backwards 1 UD (with no penalty because he's a Skirmisher), throw its javelins at the unit
directly in front and then charge that enemy unit?

Charges should be made moving forward, so if you move backwards you can't charge in the same
movement.

Page 18 - Turn in a Combat: An attacking unit cannot turn on its own corner to maintain contact. Is it
supposed to turn on the enemy corner? May an attacker also turn to face the enemy on the rear, or
on the front, or is this limited only to turning to the flank?

The example is entirely confusing to me. The last part of the rule says "Players may not remove any
encirclement counters from their previous positions." Then the example goes on to indicate the
removal of encirclement counters from their previous positions.

2
30-Apr-17
Onus! – Summary of Rules Q & A from BGG Forum

The example suggests, but does not require, that the total number of sections in contact does not
change, and that encirclement counters should be added or removed to this end.

The example also says "If we remove the encirclement counter, we may receive an extra attack from
the enemy without any response from our side." So any turn manoeuvre like this will necessarily
involve at least one attack against the turning unit?

The possibility of making a turn when a unit is in combat means that, as in the example depicted, we
turn the unit around the corner of the enemy's unit. In the example, instead of facing its front we face
the flank.

You cannot slide the unit till you face the rear, for example.

Regarding the encirclement counters, and following the same example, position 1, if we remove the
counter that is placed by the flank of the enemy, then the enemy will roll a die to try to wound our
unit.

If we turn around the unit we do not remove any encirclement counter, the only thing we do is
changing the facing side.

In the example, we place our front where the encirclement counter was and we place 3 new
encirclement counters to depict the new situation. But they are not removed so there is no attack
from the enemy.

The phrase "turn on its corner" (page 18 refers), I think, to the wrong unit (which is especially
confusing in light of the general rule that units turn on their own corners. This should read (if I
correctly understand the intent) "turn on the contact unit's corner".

You are right. this should read "turn on the contact unit's corner".

Rotation around the unit to face its flank won't change the number of dice rolled (4), nor the
modifiers (-1/-1 and -1 morale) for the Roman unit, right?

Right.

Page 18, Page 23 - Turn in a Combat: I'm still having trouble with this, as the rules seem to directly
contradict themselves. Page 23 says "By encircling the enemy, players also prevent the enemy from
changing its orientation, or even moving." But Page 18 clearly shows a unit that is encircled
performing a Combat Turn. It also says that if the unit is Fleeing, and contact is lost, that the
encirclement counters are removed. How can a unit unable to move break contact?

When a unit starts fleeing it turns away from the enemy and makes a reduced movement away from
it. Except if it can´t move because the path is blocked by other units or because it is encircled by 3 or
more sides (Page 33).

Page 19 - Withdrawal: Can I withdraw only to my rear? In a withdrawing situation, the opponent can
maintain the position only if his unit card front is facing the front of the withdrawing unit?

If you are going to withdraw voluntarily, you can move in any direction, but a fleeing unit always
moves backwards if it is possible. Opponent can always maintain its position.

What does the phrase (page 19) "except for encirclement counters" refer to? Why are they
mentioned here?

3
30-Apr-17
Onus! – Summary of Rules Q & A from BGG Forum

It is in reference only to counter-attacks. A unit without encirclement counters doesn’t receive


counter-attacks, but a unit with 1 encirclement counter receives a 1 die counter-attack. The counter-
attacks roll a die for each in contact encirclement counter during withdrawal.

There are 3 different actions: Retreat, Withdrawing and Fleeing. Depending of the action a free
counter-attack may take place. If the action was Retreat, before moving, the unit is subject to a free
counter-attack (by the unit it is retreating from). The encirclement tokens are removed. If the action
was Fleeing, the unit moves and encirclement tokens are removed without the unit receiving new
attacks. If the action was Withdrawing, the unit moves without receiving a free (enemy) counter-
attack, and the encirclement tokens are removed, but the unit receives a 1 die counter-attack per
encirclement token to be removed.

Page 20 - Extending or Shortening a Formation: It's unclear what the clause "changing its direction
and turning only once" means in the run-on sentence at the start of this section. Is it intended to
describe the allowed orientations of the added counters?

This sentence, refers to 2 different options: (1) You may extend or shorten a formation; (2) You may
change your unit direction and turn it 180º only once in a turn. It's the same rule as up to 360º turn.

This section is still very confusing. Is it saying that there are three exclusive options that are
considered "changing formation": (1) extend or shorten, (2) turn by up to 180º, (3) change from one
special formation to another? It's really not clear at all to me.

Turning up to 180º isn’t really a formation change, but it is treated in the same way: it may be made
before or after movement, and a player can move using reduced movement. For that reason it has
been related at this paragraph although there isn’t a formation change.

Is there a maximum amount of extending that a unit can do, or is it just a bad idea to go into combat
with a -6 morale penalty?

You can extend the formation just one section by each side. So your front line can have 4, 5 or 6
sections.

Page 20 - Changing from a Special Formation to Another: It's unclear what the restriction "may not
change" means. Does it mean that removing the Extended formation and then changing to a Special
formation are two separate actions? Is that true one the reverse (example on page 21)?

The meaning of this sentence is you may not combine extended formation with special formations
(blue counters). So you can't have an extended formation with 6 sections at the same time than Wall
of shields for example.

So the restriction isn't on changing (as in the text) but on combining? And (assuming the previous
interpretation is correct) does that mean that to get from a special formation to an extended one
requires two different activations (one to shorten, and a subsequent one to change to special)?

Shorten and change to special formation requires only one activation and they may be performed in
the same turn. The restriction referred to is that special formations (blue icons) may not be used at
the same time as extended formations. As you said, the restriction is related to combining them.

And when changing the formation, you will use Reduced Movement and you are just allowed to turn
once. Up to 180 degrees in any direction supposing there is enough free space to do it.

Page 22 – Charges: "A unit performing the Charge may . . . finish its movement in the best position
possible for itself." I'm not sure how to interpret this, and the best position possible would be my

4
30-Apr-17
Onus! – Summary of Rules Q & A from BGG Forum

unit either flanking the enemy, or attacking from the rear. The best I can work out is that I need to
line up my sections with his. In the example on this page, the attacker hits the enemy at an angle
that is more-or-less even between the front and the flank, and "the attacking unit will adapt to the
defender's position."

Can the attacker pick which side to attack? Could the attacker, in the example, have placed his card
against the defender's flank, and encircled three pieces to the rear?

Since that would have involved a lot of sliding (which I think is not allowed, but I can't find anything
that says so) could he have faced the flank, and encircled one to the rear, and two to the front? That
would have been more-or-less the same as the situation in the example.

Encirclement Counters: These are never actually explained, as far as I can tell. I may have missed a
section, somewhere, though.

It seems that they allow you to move unengaged sections up to the enemy card. Does this happen at
the moment of contact? Can the enemy encircle me on my turn, or does he do it on his own turn?
Does it require an Activation to encircle, or is it done as part of the unactivated combat phase?

When you charge, once you make contact with the enemy, you adapt your position to line up with
the enemy, by the closer side.

If you make contact by one corner (as in the example) and both the front and the flank are at the
same distance from your front sections then you choose how to place your unit. Sliding is not
possible. You will make an action similar to the turn on page 18. Turn around the enemy's corner.

To place encirclement counters the unit must be active and do it in its turn. So, if you are charging
you can do it that turn. The enemy, on its turn and activating his unit can encircle you if there is
space. And if you didn´t encircle when charging, to be able to do it in another turn you must activate
the unit.

Game Situation: I have two units next to each other. Close, but not touching. The enemy charges in,
and faces with three sections, with one section near my second unit. He is not close enough to face
the second unit, and there is no space for him to play an encirclement token. Does he only attack
with three dice? On my turn, can I encircle him, and attack with four?

Yes, it is exactly as you say. It will attack with 3 dice and you will be able to encircle him in your next
turn after activating the unit.

Engaging: Unit X takes an action which prohibits Charging but brings its front section(s) into contact
with Unit Y, so X does not (cannot) engage in melee with Unit Y. Thus, units X and Y are in physical
contact but not engaged. On Unit Y's turn, must Unit Y be explicitly activated by an Order card to
engage Unit X in melee, or is engagement "free" because both units are in contact? (My assumption
is that Y may engage X "for free", without an Order card, on Y's turn). If explicit activation of Unit Y is
required to enter melee with Unit X, this implies that Unit Y may move freely because it is not
engaged (e.g. it may use the All-Direction Movement to escape from Unit X, remembering that All-
Direction movement is only allowed by units which are not in combat).

In the example you describe, unit Y must be activated with an order. After that, unit Y can engage in
combat or move somewhere else. If unit Y is not activated it can´t combat. In the following turn, unit
X must be activated to engage in combat or move somewhere else.

5
30-Apr-17
Onus! – Summary of Rules Q & A from BGG Forum

Keeping Track of Engaged Units: In a large battle, it seems like keeping track of which units are
"engaged" vs "in contact but not engaged" could become problematic. Thus my assumption is that
units which are in (frontal) contact with an enemy are always considered "engaged", even if they
cannot Charge when they come into contact.

If you play very large battles you can use activation counters, for example, to indicate the units in
contact but not engaged that require activation. Any other counter that you find suitable will do, as
well.

Page 23 - Encircling: The first line says "By encircling the enemy, players also prevent the enemy
from changing its orientation, or even moving." Nothing more is said about this. Does a single
encirclement token absolutely forbid any turn actions, or any withdraw movement? Or do
encirclement tokens simply restrict the options?

If you encircle the enemy in a way that you have sections contacting 3 of its sides the enemy can´t
move at all, unless fleeing. Like in the example depicted

If you just have sections contacting 2 sides, as in the example in page 19, then the enemy can´t
change his position unless he retreats or withdraws. But he can encircle you, as explained before.

Can I use encirclement counters (apart after a charge as explained on rules) when I touch an enemy
unit after movement, but not charging him (due reduced movement)? Also in the melee phase on a
unit not activated in the turn? If "no", must I activate a unit in melee at start of the turn to do that?
To retake encirclements counters on my units do I need to activate them? For turns in combat does
the unit need an activation at the start of the turn? Or is it free in the melee phase?

You may add/remove encirclement counters when a unit is activated. So you can add them when you
touch an enemy unit, after movement (included reduced movement). To retake encirclement
counters from a unit you need to activate it. Units in melee may be activated free without the use of
an order card. Once it is activated, an encirclement counter may be added/removed.

What happens to an encirclement counter that is charged? Is it considered a flank or rear attack?
Does it withdraw back in to its parent? Is this a valid tactic to reduce contact area?

When you "touch" an encirclement counter or an extended line counter not frontally, that counter is
removed and parent unit takes a wound immediately.

Do encircle tokens each give -1 morale, like extending front?

The -1 morale modifier is only applies when used as extending front. When a unit encircles the
morale modifier isn't applicable.

Can a defending unit can encircle in its next turn, activating by combat, or do you have to activate by
card?

It should be activated by a card.

Page 19 - Counter-attack: What is it? What does counter-attack encirclement counter mean?
"Withdrawing unit may remove encirclement counter..." Or may not remove? Are rules talking about
withdrawing unit's tokens? How does a unit’s counters look after withdrawal? Can you withdraw if
encircle tokens are blocking way (in the rear)? Page 23: when contact is lost with destroyed or
fleeing units, encircle markers are removed. But what if the enemy is withdrawing? Do you just
remove tokens when contact is lost?

6
30-Apr-17
Onus! – Summary of Rules Q & A from BGG Forum

There are 3 different actions: Retreat, Withdrawing and Fleeing. In all of them, the unit that is
retreating/withdrawing or fleeing needs space to move backwards. Once the unit has moved and
there isn't contact between enemy units, the encirclement tokens are removed if they were used to
encircle. If the action was retreat, before moving the unit receives a free attack from the enemy it is
retreating from, without the ability to counter-attack. The encirclement tokens are removed. If the
action was fleeing, the unit moves and encirclement tokens are removed without (the fleeing unit)
receiving new attacks. If the action was withdrawing, the unit moves without receiving a free attack
(from the enemy), and the encirclement tokens are removed, but the unit receives a 1 die attack per
each encirclement token to be removed. For all cases (retreat, withdrawing and fleeing) and for both
sides, if they are using extended front, they received -1 morale modifier and the markers aren't
removed after the movement.

Do encircle tokens block the way? If extended front gives -1 morale and encircle tokens do not, do
you just have to remember if unit was extended before combat and mark it some way?

Yes, encircle tokens block movement. Officially there isn't any method to distinguish units encircling
from extended formation, or extended formation encircling. But in an easy way, you can use a
encirclement token for extended formation, and you can place a second encircle token to mark the
extended formation if this section is encircling too. In that way you can identify extended formations
(1 token), encirclement (1 token), and extended formation encircling (2 tokens).

When does encirclement take place? It seems to happen for an attacker when he charges (after
contact); but when does the "counter" encirclement take place? At the same time, or not until the
counterattack?

The encirclement tokens are placed by the attacker before the combat solution (just before the
random event is revealed). Defender may flank to the attacker placing encirclement tokens during his
own turn. So, the defender may not place encirclement tokens in the same turn as the attacker and
he should wait for this own turn.

In the discussion of "Turn in a Combat" (page 18) it says: “Players may not remove any encirclement
counters from their previous positions” if they pivot, which I assume means that players can't
change the number of sections in contact. But it then goes on to say “If we remove the encirclement
counter, we may receive an extra attack from the enemy without any response from our side.”
which suggest that players can remove encirclement counters. Which is it? (and when does the
mentioned "extra" attack take place?).

Page 21 of the rules says: "While engaged in a combat, players are not allowed to extend the
formation, but they may encircle the enemy with the sections that are free. However, players may
shorten the formation if the sections being reduced are not engaged in combat or if they decide to
receive an extra attack from the enemy, without possible response from themselves."

In summary, at Turn in a Combat, we usually do not remove any encirclement counter. If you do it,
you receive an extra additional enemy attack. But, as specified at page 21, encirclement counters
only may reduced during a combat by means of shortening a formation. So the only way you can
remove encirclement markers during a Turn in a Combat, is shortening an extended formation. This
situation is very uncommon, and a rare case in which the defender may counter-attack with more
dice than the attacker (the extra ones provided by the extra additional attack).

7
30-Apr-17
Onus! – Summary of Rules Q & A from BGG Forum

Page 25 - Line of Sight: in the LoS example, after sliding, for me, the archer won't have a clear line of
sight to the top left unit (at best, the imaginary line traced will aligned with the flanks of the cavalry
and the flank of the Triarii, but will cross the cavalry afterwards). Am I right?

Right. The archer should be a little bit more to the right in the picture to have clear LoS with the
Triarii on the left.

The example seems not to agree with the text. How is there ever a line of sight to the Roman unit in
the upper right? The lateral move (to the left?) seems to introduce an obstruction to the Roman unit
on the lower right.

In the example the unit moves to the right. According to LoS rules at page 25, in that position there is
clear LoS with the 3 Roman units: LoS is set from the middle of the attacker’s frontline and has to be
able to see part of target unit. Perhaps you assumed you need to see front section or the middle part
of the defender card to have clear LoS, but that isn’t required.

In Ranged Combat, both friendly and enemy units may obstruct the LoS to a target?

Yes, that is correct. However, if LoS is blocked, then there is a -1 modification to ranged attack
strength, so, you can fire through/over a unit.

Page 27 - Melee Combats: Is a counter-attack possible if the defender is not facing his attacker?

Any unit that is attacked can counter-attack, no matter if the attacker comes from the flank or rear
unless stated otherwise (for example, if the attacker uses onrush he goes first, and before the
counter-attack the defender can die, so no counter-attack will happen).

Page 27 - Melee Example: Can someone walk me through the 11-dice example at the bottom of
page 27 of the rules?

If you have a unit with 2 extended sections and you charge against 1 front section of an enemy unit
with 2 extended sections too, you'll charge with 6 dice: 1 frontal section and 5 flanking sections. At
next turn, defender may flank your unit with his 5 free front sections. In that case, the combat is
solved with 11 dice, because there are 11 sections in combat.

Page 28 - Events that Perform Ranged Attacks: What does the phrase "applying the same events in
the combat" mean? Does it simply mean that the combat's events apply to both ranged and melee
results?

This sentence means that with the events like throw javelins that let you make 2 attacks (ranged
attack and melee combat) there aren't 2 different events stages, one per attack. So in this case you
only have one random event from the card deck, one event from defender card's hand, and one event
from attacker card's hand, i.e. the same as if you had only one combat.

The confusing part is the continuation: "...to both Ranged Attacks and melee attacks". Is this just
saying that the cards aren't used until the melee part of the attack, or that they apply fully to both
parts (ranged and melee)?

They apply to fully both parts. For example, as attacker in a melee combat, the Roman player plays a
Throw Javelin event that causes a range attack. If the random event for the melee combat was a
“Fallen Officers” card, this event is applicable for both ranged and melee combat in the following
ways: for the ranged attack if the defender receives wounds, he losses the officer and after that, for
the melee combat, if the attacker or defender receives wounds, they both lose the officer too (if the
defender lost both at ranged attack and at melee combat there isn’t any additional effect for him).

8
30-Apr-17
Onus! – Summary of Rules Q & A from BGG Forum

Page 28 - Modifiers, Flanking and Encirclement: Are the penalties for being flanked cumulative with
penalty for being encircled?

I understand you refer to flanking and extended unit modifiers. Yes they are. If you have an extended
unit with 2 encirclement markers in combat with an enemy unit that is attacking you through your
rear, you’ll have the -2 defence penalty due the attack through the rear, and you’ll have the -2
Morale penalty for the same reason, and -1 for each extended section.

The question isn't about extending but about whether, for example, a unit that is being attacked
from flank and rear, gets -3/-3

Both modifiers are cumulative, so in the case you said, you get -3/-3 on melee defence.

Page 30 - Broken Units: A Broken Units may act as a normal except for the penalties to Attack and
Morale? A Fleeing unit is always also a Broken one, right?

Correct. A broken unit loses its combat spirit, so only attack and morale are affected. Fleeing is a unit
status worse than broken. Only broken units may reach fleeing ones. There are only a few exceptions
for mounted units due to a few events that may flee them without the broken status.

Page 31 - Morale Check: In the "Important" box, it says that if a combat is not simultaneous, "a
Morale roll will be done for the first attack and another at the end of the combat". Can someone
walk me through this?

If the combat is simultaneous, a Morale check is only performed at the end of the combat according
to the result (tie - both sides /defeater - side with higher loses). However, if the combat isn't
simultaneous, after the first combat, a morale check is performed after the first attack, and again at
the end of the combat, the same as for simultaneous combat (both sides in case of tie, or loser in
case of a defeat).

Page 31 - Flee Movement: My intuition says that a unit has to change its facing by at least 90
degrees in order to Flee from an enemy engaged to its front. In the rules I find only this mention of
an initial facing change when fleeing:

"In this case [a unit becomes Fleeing], the unit will change its status to Fleeing and it will make a
Reduced Movement turning around, and it will have to recover as usual."

I interpret that to mean that the newly-fleeing unit changes its facing 180 degrees from the cause of
its morale check, without rotating the card (because rotating would necessarily collide with the
enemy in most cases). The Retreat action specifically allows for turning as if no enemies are in
contact, so is it safe to assume that the same applies when getting the Fleeing status (an
uncontrolled retreat)?

Let´s imagine that the unit is facing North and the other unit is in front of us. We fail the Morale
Check and we flee.

We turn the unit completely so it faces South and then makes a Reduced Movement, supposing no
other unit is blocking the path

There is no collision with the attacker. Soldiers just turn around and flee. It is like changing the card
facing instantly.

I'm confused about how turning works in fleeing movement. Are turns of all kinds free, provided
they facilitate the movement of the fleeing unit towards its objective? Are such turns mandatory?

9
30-Apr-17
Onus! – Summary of Rules Q & A from BGG Forum

This is what's implied (page 32) by "turning to make its movement towards its deployment area" and
"may rotate as many times as necessary"; but it does not agree with what's shown in the related
example (page 34, top). There also seems to be an error (page 33) where it says "the Fleeing unit will
either remain stuck to the unit that just passed through it". Shouldn't this say "the Fleeing unit will
either remain stuck to the unit that it just passed through".

A fleeing unit may move through a friendly unit but not may end movement over a friendly unit.
Furthermore, a fleeing unit may not move across a unit with Wall of shields or Phalanx special
formations. In these cases, for example, the turns are mandatory. Thank you for the correction.

The passage is still confusing. What happens in the case where a unit would exhaust its movement
over a friendly unit? Is this simply meant to say that the unit has to stop (in contact, resulting in
combat) at the point it makes contact with such a friendly unit?

If a fleeing unit exhaust its movement over a friendly unit, it has to stop at the point it makes contact
with the friendly unit.

Page 33 - Recovering Fleeing Units: The rule says that you may make a Morale Check for a Fleeing
unit. Can I make a moral check for a broken unit that is not fleeing?

If you have a Broken Unit and you want to do a Morale Check to recover it you need to use the
appropriate Action Card.

Back Page - Modifiers Summary: Basically, do wounds affect morale, and also combat power? In the
summary of bonuses/penalties at the back of the rulebook this is omitted. Is this an oversight, or an
error?

You are right: wounds affect both morale and combat power. It has been omitted at
bonuses/penalties at the back of the rulebook in error. On the summary/help cards wounds are,
however, included.

Greeks and Persians Expansion - Stacking: This icon allows the Hoplites to be stacked on the Hoplite
Attendants, with the heavy Hoplites taking the damage in combat first, and the Hoplites gaining +1
movement. What is the point of this? The Attendants have the Skirmisher icon; do the Hoplites gain
this while stacked? Can the Attendants move off, do ranged attack, and go back to the Hoplites?
Why would I want to have my heavy units die off, to be replaced with lighter skirmishers? It seems
I'd want to do this the other way around?

Stacking units. The only benefit is the +1 movement. Once they are not stacked because one of them
makes a different movement than the other (skirmishing for example) they can´t be stacked again

10
30-Apr-17

You might also like