Formation |
Effect on Own Movement |
Effect on Fire Combat |
Effect on Shock Combat |
Miscellany |
Extended Line |
Unit must pivot
Unit pays highest cost of entered
hexes |
When fired upon, unit may spread SPs across hexes
When firing, unit may fire all SPs
into frontal hex of actual combat unit |
-2 DRM if attacked in extended line
+2 DRM if attacking in extended line |
Rules allow more than 4 SPs to fire from a single hex |
Extended Column |
Rules unclear as to how to place markers when not on road or
path |
May not fire if attacked while in extended column |
Automatically considered to have been attacked through Flank
if attacked |
Rules are silent on capabilities of Extended Column that
moves adjacent to enemy unit without entering ZOC |
Square |
Unit may move only one hex per turn
Unit may only enter clear terrain
Unit may not cross streams (even by
bridges)
Unit may not enter enemy ZOC |
When fired upon, automatically a massed target
When firing, no hex can receive more
than half of units SPs
When firing, no more than 4 SPs may
be allocated per target (not, as usually, per hex) |
If attacked by cavalry, attacker halves shock strength
Cancel pro-attackers bonuses
for heavy cavalry
Has no flank or rear
May not shock attack, retreat before
fire, or retreat before shock |
Unit has ZOC in all six surrounding hexes
-1 DRM for all rally dierolls |