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PostPosted: Sun May 03, 2020 5:31 pm 
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Joined: Tue May 22, 2001 8:03 pm
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Location: USA
19. So you’re on the roads running with an opponent trying to close in on your rear. He has to be in column to keep up and you can usually take advantage of that. Your main force can usually travel 9 (disrupted infantry), 10 (supply wagons), or 12 (infantry and artillery) hexes per turn trying to get away. If you examine the terrain, you can find spots where you can delay your opponent without them having an opportunity to shoot at you. For example, if they cannot see the 9th hex in front of them, planting a cavalry unit in that hex will cause infantry to stop after 8 hexes and any units behind them cannot change formations and move to fire at you. Your own units trying to get away will have increased their lead by 1 to 4 hexes. In wooded terrain, it is possible to do even better. Infantry cannot melee cavalry but this tactic doesn’t work as well when cavalry is chasing you because they can (1) melee your cavalry and (2) have enough movement points to advance, dismount, and move to fire upon you.

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Gen Ned Simms
2/XVI Corps/AotT
Blood 'n Guts hisself, a land lovin' pirate. Show me some arty tubes and we'll charge 'em.
VMI Class of '00


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