
In certain circumstances, some types of units are able to attempt to evade an attack. Among these are cavalry, artillery batteries, except heavy and siege, and skirmisher infantry.
Where the defender wishes to evade, he rolls a d6, adding the target’s rating and further modifying the roll as appropriate from the list of evasion modifiers. The attacker also rolls a d6 and then adds the result to the time segment value of the tactics card used to conduct the attack. If the defender’s score exceeds the attacker’s, then his unit successfully evades. No matter the result, the defender gains a fatigue point.
The evasion modifiers are:
+1 if the attacking unit is more fatigued than the defender.
+1 if the defender is cavalry and the attacker is infantry or artillery
+1 if horse artillery and the attacker is infantry
-1 if skirmish infantry or artillery attacked by cavalry
-1 if heavy cavalry attacked by other cavalry
If successful, the evading unit moves one square directly away from the attacker, but may not move into a square already occupied by enemy units. If there is no valid movement option, the unit will surrender.
If the evasion attempt is unsuccessful, then the attack occurs as normal.
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