Triumph And Tragedy Movement Rules Guide V1

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Triumph & Tragedy 2 nd
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

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