Move-Fire-Move: Order light foot and light mounted units equal to Command. Units may move, fire and move again. All units moving first must do so before any fire. After all Ranged Combat, units may move again. Order units may not Close Combat. No Ranged Combat after second move. Light foot units, including auxilia, may move through a friendly unit when moving two hexes. If you do not have any light units, order 1 unit of your choice. (2 cards)

PLAY NOTE: The three orders on this card are all optional—the first move, the fire (Ranged Combat), and the second move. The key here is that the all ordered units must complete their first move before there is any Ranged Combat. After all Ranged Combat is completed, ordered units may make a second move.

HISTORICAL NOTE: this card reflects the “hit and run” tactics often used by light units in ancient warfare to harass and discomfit the enemy, before the heavier units engaged in close combat.

The best way to think of what is happening when the Move Fire Move card is played is to consider and treat the two movements allowed by the card, as two separate moves. So after stopping for the woods or fordable river, ordered light units could move again on the second move. (Richard Borg)

Can light unit order on a Move-Fire-Move card cross a fordable river/forest in a single turn?

Yes. The unit must stop on the fordable river/forest hex, may choose to fire and then move again from the fordable river hex.

Are the normal rules for ranged fire are at work here?

Yes. When a light unit moves in the first part, it only will roll 1 combat die. An auxilia unit, if it moves 2 in the first part, may not do range combat. Because the first move is optional, if a unit does not move in the first part, it may roll 2 range combat dice.

When playing a Move Fire Move card is the fire optional?

Yes. Fire after the unit's first move is optional. Note a unit may not fire or close combat after its second move.

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