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7  MOVES & ATTACKS7.1  MOVEMENT   Movement is normally move from one area to any adjacent area in a single action. The MOVE action (see 7.3) is used for armies moving to an area you already own (it'll fail if you move to somewhere you don't own) and the ATTACK action (see 7.4) is used for armies to attack a land area you don't own (and will fail if you attack somewhere you do own). The SEAMOVE action (see 7.2) is used for ships moving on their own, and the CONVOY action (see 7.2) is used for ships and armies moving together. There aren't separate actions for moving and attacking at sea: if you bump into an opposing fleet there's a battle. Movement is normally continuous. Having moved from one area to another in one action you can usually move from there into another later in the same turn (but see 7.5 on when armies get "stuck"). 7.2  SEA MOVEMENT   The SEAMOVE action moves ships on their own from one sea area to an adjacent sea area (or between one of your naval bases and the sea area that's the entrance for that base). The "all" and "all but" formats may be used. The cost is one BP plus the distance of the ships from their base. The CONVOY action moves ships and armies together. The number you give specifies the number of ships (the "all" and "all but" formats may be used). The number of armies that move is the same as the number of ships (or as many as possible if there are fewer present). The cost is one BP plus the distance of the ships from their base. For these actions, if the ships have no route to their naval base (because it's been captured or closed) then the extra BP cost isn't paid but one ship and one army are dispersed instead. See 8.1 for the rules on how the battle is resolved if you move to a sea area held by someone else. There aren't separate actions for moving and attacking at sea. Warships are battle-ready all the time. Format [ "SEAMOVE" ] [ WHERE FROM ] [ WHERE TO ] [ NUMBER OF SHIPS ]  move ships Format [  "CONVOY"  ] [ WHERE FROM ] [ WHERE TO ] [ NUMBER OF SHIPS ]  both together Armies can also move around at sea, with the MOVE action (see 7.3) provided that wherever they go there are ships to carry them. 7.3  MOVE   The MOVE action is used to move armies from one area to an adjacent area you own. This costs 1 BP for any number of armies. This can be on land, but the same action can also be used to move armies from any sea or coastal area to an adjacent sea area, provided it contains at least as many ships as there are armies to be moved. Format [ "MOVE" ] [ WHERE FROM ] [ WHERE TO ] [ NUMBER OF ARMIES ]  move armies 7.4  ATTACK   Use the ATTACK action for your armies to attack from an area you own to a land area that you don't. You can attack from sea to land, but not from land to sea. The cost is 1 BP per army. See section 8 for the rules on how battles are resolved. When you capture an area with an attack by sea it becomes sticky (see next). Format [ "ATTACK" ] [ WHERE FROM ] [ WHERE TO ] [ NUMBER OF ARMIES ]  land attack 7.5  GETTING STUCK  Any armies moving (or making a successful attack) into an area with difficult terrain (mountains, forest, towns, jungle or wetlands - see 4.3) become "stuck" and can't move or attack any more that turn. Placing armies from your reserve (see RESERVE action, 5.13) and capturing an area with an attack by sea also make an area sticky for the rest of the turn irrespective of the terrain type. Note: It is actually the AREA that becomes sticky rather than the army that becomes stuck, so any other army belonging to the same country in the same area is also stuck, along with any that arrive later. 7.6  DEFENCE MODE  For each land area there is a defence mode, a retreat location and a defence location (for ambushes and entrenchments). The defence mode is one of DEFEND, ENTRENCH, AMBUSH or RETREAT. This may be changed by using the actions of the same name (see 7.7 to 7.10). Defence modes have no effect if there are no defending armies. At the start of the game the defence mode is RETREAT for all areas. If the defence mode in an area is RETREAT then your armies in that area will retreat if attacked by a stronger force (see 8.7 for details). If the defence mode is DEFEND then they stand and fight if attacked (even if they'll lose the battle). They also stand and defend if the defence mode is RETREAT but no retreat location is set (or it's set to somewhere you don't own). ENTRENCH and AMBUSH also stand and defend, but attempt to predict the direction from which the attack will come. See also paragraph 8.9 (defence strengths) for the effects of ambushes and entrenching. |