1a. Actually the losing army doesn't retreat two hexes. Instead it's removed from the map and again re-appearing on the map. But you're correct in your assumption that re-appearing (whether to the capital or another structure) is not affected by enemy zones of control between the hex of the battle and the structure in which it's reappearing.batesmotel wrote: ↑Tue Mar 23, 2021 9:13 pm Questions:
"An army having:
lost a battle is removed from its hex and placed (at its player's choice) in a controlled structure along its faction's logistics lines at least 2 hexes away, or in any of its capitals (if controlled). If none of that is possible, the army is irrevocably eliminated.
Notwithstanding the above, an assaulting army that loses only its assault engagement is not removed.
drawn a battle moves 2 hexes away from the armies it fought, in the direction of one of its faction's capitals (whether controlled or not), always without moving within the ZoC of any army from another faction.
Notwithstanding the above, a sieging army that draws in any of its engagements does not retreat."
1) In the case of losing a battle, if the losing army cannot retreat 2 hexes away, I assume that re-appearing in its faction's capital is not affected by enemy zones of control between the hex of the battle and the capital. (I assume this doesn't apply if the capital is under siege unless on a coast and not blockaded?)
2) In the case of a drawn battle, what happens to an army that cannot retreat 2 hexes per above? Does it also have the option of reappearing in the faction's capital?
3) Is there a stacking limit on the map, e.g. can more than one army occupy a hex?
4) Does a road (or river) extending from my army to a friendly city/town constitute a logistic line or does the logistic line end at the nearest town and isn't extended beyond there despite army being on a road (or river) connected to the town?
5) How can a faction have more than one capital (as in "any of its capitals")?
6) I assume "army" includes navies as well for initiative points? If a navy is in a sea zone where it's faction has 0 movement points available, I assume it cannot move or debark. Does is suffer any negative consequences for being forces to remain at sea in the same spot?
Chris
1b. Good question about the capital being under siege. Will probably need to amend that to your suggestion, i.e., not sieged, unless on a coast and not blockaded. Thanks. EDIT: amended rules to this.
2. No, it will simply retreat one hex or stay put.
3. Stacking limit of maximum one army per hex.
4. Lines of logistics do not extend from armies, only from structures (Towns and Cities).
5. A heritage from original Vae Victis rules (in which Gauls had two capitals). In Vae Victis II, each faction only has one capital.
6a. If you're thinking about whether a navy also has 1 Initiative point, the answer is yes. (But it makes no sense to allocate it to the +40 FP bonus, since navies don't fight and it will debark after all battles have been concluded, so it should be allocated to a sea zone).
6b. You're correct to assume that if there are zero naval movement points left, it can neither move nor debark.
6c. The "only" negative consequence is that if it ends its movement in a Sea hex (and not a Coast hex), it will be irrevocably eliminated, not to re-appear again, whether as navy or army.
Did this answer your questions, Chris?