Triumph And Tragedy Movement Rules Guide V1
User Manual:
Open the PDF directly: View PDF
.
Page Count: 2
| Download | |
| Open PDF In Browser | View PDF |
Triumph & Tragedy 2nd edition Movement rules guide (v1.0) The player taking his turn is the Active Player Area Control is evaluated at the beginning of a Phase # of units to move = Command Value (Emergency Command = 2 for West & USSR, 4 for Axis) • In Emergency Comand, no new Battles can be started, and skip Combat Phase Seas status • Enemy Seas: occupied by Enemy units (excluding Escaped Enemy Subs) • Open Seas: all other Seas (including Rival-occupied Seas); Open Seas are Friendly Territory • Oceans: darker-blue Seas, cost 2 Movement point to enter for all units Coastal Land Areas: Land Areas adjacent to a Sea Straits are treated as Coastal Land Areas (exceptions below) General Movement • Must stop upon entering Enemy-occupied Area (exceptions for AFs and Subs units below) • Land Movement: start & move in Land Areas and/or Straits • Sea Movement: start & end in a Sea Area, Coastal Land Area or Strait; move only through Sea Areas and/or Straits; cannot ever combine with Land Movement ◦ Subs can move through Enemy-occupied Areas ◦ Naval & Subs can move through Neutral / Rival Straits using Sea Movement • Air Movement: move in both Land and Sea Areas ◦ AFs can move through Enemy-occupied Areas and Neutral / Rival Straits • Naval & Subs can use Land Movement between two adjacent Coastal Land Areas sharing a common Sea (e.g. this includes Berlin <-> Ruhr), but must stop after 1 move • AFs beginning in Sea may only move to Undisputed Friendly Land Area (can stand still) • The following Movements require VoN / DoW at beginning of Movement Phase ◦ Ground Units moving through (when Unoccupied) or to Neutral / Rival Land Area ◦ Naval & Subs moving to Rival Land Area ◦ AFs moving through or to Neutral / Rival Land Area (not Straits if only moving through) ◦ DoW also required for Enemy Territory also occupied by third player that is still a Rival Moving from/to Undisputed Friendly Territory and strictly through Friendly Territory • Strategic Movement: double Movement Speed ◦ Not through Neutral or Rival Straits ◦ Escaped Enemy Subs block strategic movement ◦ Cannot be used by AFs beginning in Sea/Ocean Area Moving from Undisputed Friendly Territory to Neutral / Rival / Enemy Territory or Enemy Seas • ANS units without Ground Support cannot end their movement in Unoccupied Enemy Territory (except AFs going for Strategic Bombing) • Engaging Ground Units must respect Border Limits (only for final movement) ◦ There is no limit on ANS units invasions (even via Land Movement) • • Convoys cannot engage enemies at Sea, but can Sea Invade into Enemy Land Area (max 1, or 2 with LST technology; limit still applies if invading Unoccupied Enemy Land Area); they will take no combat action (fire or retreat) in this Combat Phase but will absorb hits normally (as Ground Units) in that combat round ANS units that begin in the same area and move along the same route into the same Sea Battle form a BattleGroup; only one BattleGroup will join the Sea Battle per Combat Round Disengaging (removing a unit from Battle in the Movement Phase) • Ground units must respect Border Limits (only for initial movement, including as Convoys) • Convoys cannot disengage enemy forces at Sea • Can only disengage in Adjacent Undisputed Friendly Area, and can continue moving normally but cannot re-engage this turn • AFs and Subs can disengage in Disputed or Enemy-controlled Areas provided they continue their allowed movement to end in an Undisputed Friendly Area Retreating (instead of Firing for its Combat Action) and Rebasing • Ground units must respect Border Limits (including as Convoys) and move only 1 space ◦ If Retreating to a Sea Area (as Convoy), it must be Friendly-occupied • Retreating is available in each Combat Round of a Sea Battle (not for Convoys) • Can only Retreat in Adjacent Undisputed Friendly Area ◦ Cannot Retreat in Areas that had Battles (excluding Raids) this player turn ◦ Defending units cannot Retreat to Areas from which the Enemy Engaged them that turn ◦ Attacking units must Retreat to Areas from which they Engaged into the Battle, if they Engaged this turn • ANS units can optionally Retreat by Rebasing to an Undisputed Friendly Land Area using normal Movement rules ◦ AFs must Retreat by Rebasing (can’t Retreat to a Sea Area) End of Combat Round • Land Battles: ◦ All ANS units without Ground Support must Retreat ◦ The Active Player ANS units may Rebase • Sea Battles, end of every Combat Round: ◦ All AFs units (in revealed Battlegroup) must Rebase ◦ Subs may Escape • Sea Battles, end of Sea Battle ◦ The Active Player ANS units may Rebase (excluding Escaped Subs) Forced Retreat • At the end of Land Combat Round, Combat Phase and Supply Phase ◦ ANS must Retreat from Enemy-controlled Territory without Ground Support and from Battles where Enemy Ground Support is present and Friendly Ground Support is not • Units forced to Retreat (or Rebase) that have no valid Retreat path are eliminated
Source Exif Data:
File Type : PDF File Type Extension : pdf MIME Type : application/pdf PDF Version : 1.4 Linearized : No Page Count : 2 Language : en-CA Creator : Writer Producer : LibreOffice 5.1 Create Date : 2018:04:18 14:02:25-04:00EXIF Metadata provided by EXIF.tools