In WRG 1685 – 1845, pages 18 to 31 cover a multitude of ways troops may move, these include the general movement of troops, formation changes, emergency moves and response move (combat outcome moves in DBA). Many rule sections include background information for the reader. In general, moving troops through formation changes or varied terrain features caused long delays due to the re-calculation of paces and re-measuring of distances. The list below covers the most significant changes to the original rule set.
Move Distance
All move distances
quoted in paces have been converted to Base Widths and grouped making five
lines of text to include normal moves and charge moves.
The total formation
changes are reduced to four, these are column to line, line to column,
reversing a rear rank to face an enemy and skirmishers moving ahead of their
supports.
.
Direction changes
All changes of direction are made by wheeling the formation. Players will soon learn the need to keep distance between formations, thereby avoiding congestion.
Charging
Each charge
is declared and costs one pip to do. If needed, the attacker may use the final
charge distance to make contact on the opponent’s bound. This change offers the
defender to declare and execute a counter charge or evade during his
bound.
Routs and Pursuits
Routing and
pursuing troops are familiar as compulsory moves in DBA; however, routing
troops will continue their flight on the battlefield until rallied or leave the
table and troops pursuing will continue until recalled by their general.
Pass through moves and reinforcing a melee
These two
features best represent the value of adhering to tactical formations of the
period. The first pertains only to cavalry, having won their combat, are able to
pass through their opponent (the charge of the 21st Lancers at
Omdurman springs to mind) and the second, allows supporting troops of a second
line to reinforce a melee to their front.
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