Balancing the Game
Time of Day
- A scenario begins at an agreed-upon hour and concludes either with one side’s victory or when the sun goes down at an agreed-upon hour. (If in doubt, consult the Internet to determine when the sun goes down for the date and location of your scenario.)
- Every five turns (one turn being one side's move), fifteen minutes of game time elapses. The clock strikes at the end of the fifth move.
- On turns on which reinforcements arrive, the reinforcements’ one free PIP per unit (see below) is not counted towards the averaging of PIP dice for the purpose of calculating the passing of time.
- Reinforcements appear at scheduled times and in scheduled places. They appear on their side's next turn they can after the clock has struck the appointed hour, as determined by the Time of Day procedure described just above.
- Reinforcements should appear reasonably close to the point of the map where they are supposed to appear, i.e. their arrival should not be exploited to have them appear closer to the enemy than would be natural. They probably arrive by road.
- In lieu of regular dicing for PIPs, on the turn they appear, troops arriving as reinforcements get one free PIP per unit on the turn they appear, which they must each use to move onto the map.
- With regard to the allocation of PIP dice on turns following the turn on which reinfocements arrive on the battlefield, Divisional generals arriving with reinforcements to a battle in which their side has a Plan may be inserted at no cost anywhere in the Plan's ranking of Divisional generals, for the first turn after the turn of their arrival on the battlefield.
5. End of Turn
- Occasionally, a scenario may call for units who are not subordinate to a Divisional commander; they may, for instance, be under the direct command of a Corps or Army commander, such as Corps artillery or miscellaneous detachments.
- These non-Divisional units may be moved using PIP points supplied (1 per turn each) by Corps or Army commanders (see Army and Corps commanders).
- Non-Divisional units may be specified in advance as coming with one automatic PIP point of their own or as having no automatic PIP point. For an automatic PIP point, add 3 to their Unit Point value.
- An automatic PIP point is necessary especially for cavalry: without it they will not be able to attack, even with the 1 PIP contributed by an Army or Corps commander, since charging cavalry require 1 PIP to move to contact and 1 PIP more to charge (see PIP Phase).
Fleeing & Rout
Rules of Play
Building an Army
States of Troops
Sequence of Play
Fleeing & Routing