top of page
This site was designed with the
website builder. Create your website today.
Advanced Training Test
1. What does "Manual Defensive Fire" control in the Optional Rules settings?
Whether the game will be played in Phases or Turns
Whether you can manually fire your own units or not
Allowing you to specify which targets are primary and which are secondary
2. What is the main difference between a Weak Zone of Control and a Hard Zone of Control?
You use less movement points when moving under a Weak Zone of Control as opposed to a Hard one
Units within a Hard Zone of Control are automatically Disrupted while in a Weak Zone of Control they are not
Units in a Hard Zone of Control cannot move from one enemy Zone of Control to another but in a Weak Zone of Control they can move one hex
3. Which of the following is NOT a part of the Club Rules?
Withdrawal of all (or a substantial portion of) forces from the battlefield, unless specified in the scenario as a victory condition, will cost the withdrawing player a 2-step reduction in the level of victory.
Lone officers (that is, any number of officers not stacked with at least one cavalry, infantry, or artillery unit) will not be used in front of your lines as scouts to determine the position of enemy forces. Positioning any officers on high ground behind your lines to better view the battlefield, however, is perfectly acceptable.
Units may not launch any Melee's in column formation unless they are doing so across a creek bridge or ford where the enemy is blocking them, or, in a town hex where the enemy is blocking them.
4. How many men do artillery units field during a melee combat?
Roughly 7 men per gun
Roughly 25 men per gun
Roughly 50 men per gun
5. Why is it often preferable to fire all of the units in hex at once rather than individually? Select all that apply.
The enemy will not be able to count how many units you have in the stack.
It give the Opportunity Fire fewer chances to respond.
The total output of firepower is the same as it would be individually anyways.
6. When a Cavalry unit is DISMOUNTED how are their effective numbers altered?
They are not. They are simply dismounted.
Their effective numbers are decreased by 25% to account for every fourth man being a horse-holder.
Their effective numbers are decreased by 33% to account for every third man being a horse holder.
7. A defensive unit in a Disrupted state suffers which penalty during a melee?
They have no penalty during a melee.
A 10% reduction in effective strength.
A 50% reduction in effective strength.
8. When launching a melee from multiple hexes into another one which hexside modifier is counted against you?
The one where the majority of your men cross.
The one that is the strongest.
All hexside modifiers are combined.
9. If all the attacking units in battleline, either Infantry or Cavalry, attack from a hexside which the defenders are not facing than...
20% is added to the attacking strength.
40% is added to the attacking strength.
50% is added to the attacking strength.
10. Hexside Modifiers can be combined with Breastworks to increase your protection during which event?
11. Defensive structures can be built in many scenarios. But which of the following are you unable to build in any scenario?
12. When firing from the higher ground which of the following is a true statement:
You gain a 10% modifier.
You gain a 10% modifier if firing defensively only.
There is no modifier involved.
13. When rebuilding a bridge what percentage of its maximum strength must it be to cross with infantry and a dismounted leader?
14. A Supply Wagon with a strength of 400 may resupply how many men?
15. What does the Optional Rule "Mixed Organization Penalty" do?
-1 Morale Modifier when units from different brigades share a hex
-10% Fire Combat when units from different brigades share the same hex
-1 Morale Modifier when units of different divisions share the same hex
bottom of page