MEG Rule Book short cut Helper

Started by Ludwig, June 10, 2021, 12:09:39 AM

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Ludwig

The following was put together by Martin Anderson, a Northern California player. Anyone who finds it useful is welcome to copy and paste. Best Wishes, L. Herrmann
Chp. 5
p. 35 – BW defined.  Close, Loose, Skirmisher basing defined.
p. 40 – Generals defined.
p. 42 – Camps defined.
p. 44 – Training defined (Drilled, Formed, Tribal) – mainly to do with cards for movement.
p. 45 – Flexible defined.
p. 52 – Flexible basing and base placement in UG defined.
p. 52 – Berserkers replace stands, makes entire TuG devastating charger.

Chp. 7 – Pre-Battle System (PBS)
p. 62 – Territory Types defined, always picked from defenders options.
p. 63 – Secure flank explained.
p. 64 – Play 5 cards from the PBS number of your army.
Pps. 65-66 – Placement of terrain and terrain adjustment roll defined.
p. 68 – Scouting defined, PBS number + any held over from terrain placement.
p. 69 – Deployment explained – 9 BW from your table edge.  Only SuGs w/in 5 BW of side edge.

Chp. 8
p. 77 – Active player defined (but never says who goes first).
p. 78 – TuGs break immediately, except in shooting phase where finish shots.  Generals displaced.
p. 79 – Generals can move in charge phase and movement phase.  MF moves when in combat.
p. 80 – Universal ½ BW shift, SuGs pushed back, reform to legal formation before pursuit.
p. 81 – Professional Generals may hold one card above allotment, gift card if in 10 BW, 15 if floating.
p. 83 – Shoot & Charge, shoot immediately on Charge declaration.
p. 84 – 2 BW to prompt through fire.  Contacted SuGs destroyed, unless TuG is w/in one of breaking.
p. 85 – Active player always chooses first file to fight.
Pps. 86, 87 & 93 replacing generals.  Dead general placed next to camp, is replacement.
p. 86 – 4 BW to recover wounds.
p. 87 – Shatter in charge, shove in melee.

Chp. 9
p. 90 – 2 Talented generals max.  Command range 10 BW Prof., 8 Instictive.  Prof can prompt UG inside their range but outside their command w/ additional colored card.
p. 92 – Generals not killed automatically, they take a KaB test. 
p. 93 - Wounds drop a card.  Forgot S.
p. 97 – Legal formations.
p. 98 – MF2 to turn and fight flank.
p. 101 – Movement Chart.
p. 104 – Moving a SuG w/ a TuG (in contact and all bases w/in 3 BW).
p. 106 – Block moves defined (extra color card, size by general).
p. 108 – Out of Command UGs required extra colored card.  M5 Shift move explained, 1 BW.
p.  109 – Passing through friendly units explained.
p. 111 – Push SuGs back, except if in terrain.
p. 113 – Close Proximity Zones (CPZ) explained.  1 BW.
p. 114 – Variable Move Distance (VMD) explained.
p. 116 – Forced Charge, 3 BW.
p. 116-7 – Free charges.
p. 119 – SuG may charge TuG w/in one hit of breaking.
p. 121 – Flank charge must start entirely behind flank, determined by file.
p. 124-5 – Countercharges and intercepts explained.
p. 126 – SuGs charged by TuGs must skirmish or run away.
p. 130 – Shooting at Chargers.
p. 131 – Moving Chargers.
p. 132 – Combat started only in Charge phase – except – 4 situations, in move phase must start in diagonal or side contact.
p. 139 – if opponent better than you, you drop to white.
p. 143 – Within each combat, active player decides which file first.
p. 145 – Moves in combat – MF1-2, F2-4, breaking off.
p. 146 – Supporting files explained.
p. 147 – Shatter (charge), Shove (melee) explained.
p. 148 – Shieldwall – 2 ranks, cancels shatter, shove.
p. 152 – Broken UG stops fighting immediately.  Terrain in combat.
p. 154 – Arc of fire, 1BW, 2 BW.
p. 157 – Range Table.
p. 160 – Slowing Effect of Fire explainted – ½ files.
p. 165 – Troops that are broken stop fighting immediately.
Pps. 165-7 – Routs and Pursuits explained.
p. 168 – KaB tests explained.
p. 171 – Die to roll for possibly killed general.  Stunned defined – discard all remaining cards.


Wizard of Oz

Champion stuff! Really useful, thanks.

Ambiorix

Indeed, thx for this, great help.

In the mean time, I believe the publication of an official index is imminent, no ?



Ambiorix


KaVoo

great stuff !

for sake of clarity:
Quotep. 119 – SuG may charge TuG w/in one hit of breaking.
- I think it should rather read: 'w/in one base of breaking' (page 119 but also 84))

by the way: I cannot find where there are rules on SUGs catching other SUGs (or TuGs in skirmish mode) which skirmished/routed in the charge phase. does the charging SUG get +4 bonus (for charging in the rear ?) help

lionheartrjc

Quote from: KaVoo on June 27, 2021, 10:27:49 AM
by the way: I cannot find where there are rules on SUGs catching other SUGs (or TuGs in skirmish mode) which skirmished/routed in the charge phase. does the charging SUG get +4 bonus (for charging in the rear ?) help
Yes - it applies regardless of TuG/SuG - so doesn't need a specific rule.