*VITTORIA (S&T 151)* CHARTS AND TABLES Unit Organization Chart ADD 0900 TO EVERY SETUP HEX NUMBER ON BOTH SIDES TO GET THE CORRECT RESULT. Example: 1724 becomes 2624. On the French portion of the Unit Organization Chart, the reference beginning "Add one (1) to the die roll..." relates to the Group Release Table immediately to the left. Q: On the Terrain Effects Chart, do Hill hexes block Line of Sight along a "Ridge Line"? A: No,; only combat units, Trains, Wood, Town, and Village terrain block the line of sight. Q: When filling out the Allied Replacement Schedule (3.2), what do the blanks under "Scheduled Game Turn of Arrival" mean? A: Treat the blanks as having the same game turn of entry as the preceding reinforcement. Thus, Wellington can appear on the Nanclares Rd. on game turn 4, or the same turn at the Burgos Rd. MAP Q: Why is the bridge in hex 3433 is the only one not to have a road running through it? A: There was such a Road/Bridge downriver, well off the playing surface. The bridge printed on the map allows units to move across to the west bank of the Zamora. In reality, these units would have moved downriver and then returned. By placing a bridge without a road, terrain costs simulate this round-about movement without using up precious map space. RULES Q: Is Line of Sight always blocked in a hex containing only slope terrain? (5.2) A: Only if the LOS actually crosses a slope hexside. If it does not, then LOS is clear unless there is other blocking terrain present (Woods, Hill, Village, combat units). Q: How do you treat hexes that contain both woods and hill terrain? (6.2) A: Woods/Hill hexes count the same as Woods for movement, and as a Hill for Line of Sight. Q: Do units always retreat toward the closest friendly leader, even when this forces their destruction and there is some alternative path? A: Yes. Soldiers were very dependent on their commanders, and would lose cohesion if they lost contact with them, especially if things went badly in battle. Remember that unit elimination is not "to the last man," but reflects the battle worthiness of the formation. Q: Should infantry with shaded I.D. boxes lose their ability to move after leaving an enemy Zone of Control if one of the units exerting the EZOC is a cavalry unit? A: No. Bear in mind that the terrain was very rugged, which seriously limited the maneuverability of cavalry. This also keeps the game simple, as intended. Q: Should "Reille's Group" at the top right corner of the Unit Organization Chart be part of Group "C"? A: Yes. Q: Does a retreating unit or stack displace other units when overstacking occurs during retreat? A: No displacement occurs, but excess units are eliminated at the end of the current combat phase. Also, retreated units do not count in subsequent combats. (Rotate them "upside down" 180 degrees to indicate this.) Q: The loss of artillery when a stack retreats seems a little harsh if the hex is not immediately occupied by an enemy unit. Should artillery be spared in this case? A: The artillerymen are assumed to have routed, regardless. Once unmanned, Napoleonic artillery was virtually useless. At Vittoria, the terrain did not favor the reunion of cannon and gunners. Once again, for simplicity, the game only permits the most common outcome. EXAMPLES OF PLAY In the multihex combat example (p.30), if A1 and A2 attack D1, either A3 or A4 must attack D2. It is possible that only one of the attacking units would want to attack, allowing the other to "sit out" the attack. EOF