GCACW Beginner’s Tutorial: Lesson 2
Leaders
- 2.2 Leaders
- 2.5 Command Radius
- 5.2 Activate Leader
- 6.3 Leader Movement
Once you are comfortable with the Action Cycle and Single Unit Marches, it is time to begin using Leaders. The basic command structure in the game is a corps leader with subordinate units representing divisions. Some games in the series introduce division leaders (with subordinate brigade units) or district leaders (a cross between a corps and army leader). Leaders are able to activate all units under their command within the Leader's command radius (3 hexes but blocked by enemy ZOC). Units move individually using the same procedure as a single unit march but since multiple units can move at the same time, you can deploy your corps more effectively. Leaders transfer 10 hexes during the Leader Transfer Phase (before the Action Cycle at the start of each turn) or when activating units (the Leader can transfer to any unit he activates). Army Leaders normally don't activate units (but see the GTC Army Leader Activation rule) and are used to initiate Grand Assaults--attacks from multiple hexes.
Combat
- 5.3 Assault Action
- 7.1 Attack Procedure (Assault Action Only), Grand Assault
- 7.3 Artillery Values
- 7.4 Combat Die Roll Modifiers (Artillery Modifier)
- 7.7 Cavalry Retreat
- 7.8 Flanks Refused
- 11.0 Demoralization
Not only can Leaders move multiple units at once, they can also lead attacks with multiple units using an Assault Action. Instead of activating a Leader or single unit for March, you can attempt an Assault with a Leader. The assault procedures have undergone several changes over the series (see SJW, SIV for details on the previous assault procedures). I recommend that you just learn the Standard Series approach as learning the others will just cause confusion at first and the Standard Series rules are the most historically accurate in terms of simulating the difficulty of coordinating multiple diviosn attacks--attacks can go awry with only part of the intended force following through on the attack. A command roll determines whether the assault is successful, so when you attempt an assault, there is no guarantee that the attack will happen. If the Leader initiating the assault is within command of the Army Leader and the assault succeeds, you can attempt a Grand Assault which permits units from multiple hexes to attack the defender (with a command roll once again dictating the number of hexes the attack can use).
The artillery rules are not complicated but require a table look-up to determine the impact of artillery on combat (essentially a cross reference between the terrain type and the difference in artillery factors). While somewhat clumsy at first, if the attacker has 2 to 4 more artillery factors than the defender, then artillery cancels out and has no effect. In addition, Woods, Mountains and Swamps cancel the effects of artillery and combat in woods hexes is not uncommon in several of the games. Thus, after some familiarity with the artillery rules, the table is essentailly memorized. Note, it is easy for beginners to overlook that the artillery modifier can't be greater than the number of artillery factors than favored side has. Thus, even though a differential of 0 will usually generate a favorable modifier for the defender, if the defender has 0 artillery, no modifier will apply.
Cavalry units can avoid battle with infantry units by retreating and slow them down in the process. Be careful how you use cavalry retreats as it is a good way to wear out your horses. Units that cavalry retreat automatically become disorganized and gain a fatigue level.
Flanks refused rules are optional but used as standard by most players as the allow you to minimize the impact of flank attacks. Remember that if you launch an assault from a flanks refused hex, the flanks refused marker is removed.
Finally, the demoralization rules cover the effects of being routed in combat.
You are now ready to tackle a slightly more complex scenario that uses lots of infantry and Leaders. You should familiarize yourself with the stacking rules as they come into play with infantry.