Steve Carey - 01:12pm Apr 3, 2003 PST (#2936 of 2941) Ready Freddie I've previously mentioned that some interesting situations occur in Marlborough Man. Here are a few briefly mentioned (and Richard, please correct me if I have anything wrong) to help new players (or prospective buyers) get a feel for the system: CARACOLE This tactic can be quite effective if planned properly. Get lucky and roll a '9' on the Pre-Shock Reaction table to Disorder the target (and also prevent him from firing back at you), then roll for a pistol hit to force the same enemy unit back 1 hex (note: Disorder results from Fire cannot eliminate an already Disordered unit, just makes them Retreat). Continue with other friendly units to exploit the new hole in the enemy line. Or simply Caracole looking for a pistol hit to Disorder the enemy unit, then follow up with a different unit to Shock and eliminate the target with a Shock Disorder result. On the congested battlefield (note: no stacking is allowed, even during movement, so keep an open path to the target), it may be hard to set up your Cavalry line to launch a Caracole attack, but it's usually worth it to try. CONTINUITY Some lucky dice to Continue with your Commands are great, made more easy by adding the Wing Commander's Continuity modifier to the roll. However, the more often that a Commands activates, the more likely that it will venture outside of the Wing Commander's range and thus eventually run out of steam without the WC's modifier. It will take a Free Activation to move the Wing Commander and re-establish your command structure. SEIZURE At first glance, it looks like an easy call for the non-active player to usually try to Seize, but failure allows the current player to go again with the same units that just activated (note: normally the rules prevent a Command from activating two times in a row). This can be a powerful tool as the same Command can get momentum by punching holes in your already weakened line. DRAGOONS These units have two states: Mounted or Foot. When Mounted, Dragoons have no Fire ability, yet they do have more mobility. On Foot, they can Fire (but with a -1drm), yet they're obviously slower. Regardless of their status, they always suffer a -1 drm in Shock. I prefer my Dragoons deployed on Foot. Muskets are the best Fire weapon in the game, and even when not Mounted, Dragoons have the special (skirmisher-like) ability to leave a ZOC without having to roll for Withdrawal. ARTILLERY These are not very effective units. They're slow, and suffer negative modifiers, even at point blank range. It takes an entire activation to fire the guns, usually giving you just a shot or two anyway. And Artillery can't even Reaction Fire when the enemy moves adjacent to you! Don't put too much faith in your field pieces. MULTI-HEX ATTACKS Be careful when attacking multiple defending hexes since a die roll is made for each defending hex in Shock. Just two succesive bad rolls and one of your big Infantry pieces will Disorder twice and melt away. WITHDRAWAL Foot units are at a distinct disadvantatge when combat goes bad since they can't leave a ZOC without rolling for Withdrawal (note: Foot units must be In Command to Withdraw). Disordered units really have it bad since they add a +2drm to the Withdrawal roll, and if the roll fails they Disorder ('Break') again and are thus eliminated. RALLY You don't need Leaders to Rally, but you do need to get Disordered units away from the enemy since they can't Rally when adjacent. It's sticky for Foot units to pull away from an engaged line, not only due to Withdrawal but also due to the massing of troops and prohibited stacking. Try to maintain Reserves as things can go downhill very quickly. That's it. MM is a rich, yet very accessible, design. I hope the above comments are accurate and helpful to interested gamers. STEVE