FORCED MARCH

A unit or individual can move farther than its normal full movement rate through a Forced March.

A unit must be in command to make a forced march. PC/NPC individuals can always make a forced march. A unit cannot be in base-to-base contact with an enemy figure during any part of its Movement Phase during a Game Round in which it makes a forced march.

A unit that makes a forced march must make a Morale Check at the end of its move. If the check is failed, the unit's Attack Rating (AR) worsens by one (e.g., 19 becomes 20; 16 becomes 17). This penalty accumulates. (Units that "never check morale" are subject to this penalty.)

EXAMPLE: A unit with an Attack Rating of 15 makes a forced march for three Game Rounds. At the end of the first Game Round, it fails a Morale Check, and the AR goes to 16. At the end of the second Game Round, it fails its check again, and the AR becomes 17. At the end of the third Game Round, it makes a successful Morale Check, so the AR remains 17.

This AR penalty stays until removed. The AR improves by one (up to its original value) each time the unit spends one entire Game Round doing absolutely nothing and is not attacked.

A unit that makes a Forced March moves 1 ½ of its normal full movement rate.


Troops in good order can sometimes increase their movement allowance by 6" per turn by using a forced march.

The forced march must be declared before the unit begins moving, and before any measurement is made for the unit's move. The unit increases its movement allowance by 6". It cannot move into contact with or close proximity to enemy figures at any point during that move or when the move is completed. Whenever its path of movement would bring it less than 3" away from an enemy figure, the unit must either veer to avoid the enemy figure or cease its movement for the turn at that point.

After the unit completes its move it must perform a morale check, even if it did not use any of the extra movement granted by the forced march. A failed check reduces the unit to shaken status, but there is no additional effect; a unit is not forced to retreat as a result of failing this check (although it can retreat if desired) .

A unit can continue to perform forced marches (one per turn) as long as it is in good order. A forced march cannot be performed in conjunction with a charge.


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