Commander Chariot unit
The military affairs of the Sumerians and Akkadians differed from later historical periods, so special rules are added to the basic rules of the Commands & Colors system. Since chariots at that time were used only as transport and a platform for shooting, special rules are used for chariots and Leaders in all scenarios:
- The Leader is always attached to the chariot unit, he cannot leave the unit.
- Leaders with chariots can move according to the "Line Command" card, although it only indicates foot units, and chariots are mounted units.
- In case of destruction of the chariot unit, the leader performs the standard leader evasion procedure. A leader can evade through friendly units, but can never attach to another unit.
- An ordered unattached leader can move off the friendly baseline, the enemy does not receive a Victory banner for this.
- Chariots cannot attack or battle back in close combat, they can only use ranged combat. Chariots may ranged attack with 2 dice at a range of 2 hexes, even after moving.
- If an ordered unit of chariots with a leader moves to an adjacent hex with an enemy's chariot with a leader, he can challenge the enemy leader to a duel.
- If accepted, the Duel of the Leaders takes place, in case of refusal, the enemy leader's chariot unit must evade, and the player randomly discards 1 Command Card. If the Commander Chariot cannot evade, they must accept the challenge.
- The Duel of the Leaders. Each throws a number of dice equal to the command, the leader who initiated the duel gets 1 additional die to throw. The side that throws out more Helmet symbols wins the duel, The losing side loses the leader, the winner gets the victory banner. The chariots of the losing side retreat 2 hexes.
If the attacking chariot wins, it can occupy the vacated hex. If the defending chariot wins, it does not occupy the vacated hex.
If the dice are equal, neither side wins. Resume Battle Phase.
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