Leader Alone in a Hex

- When a leader is with a unit and all the figures in the unit are eliminated, if the leader is not hit on the leader casualty check, the leader must either commit Seppuku or retreat 1, 2, or 3 hexes. Any flags rolled during the combat have no effect against the leader. If the leader does retreat, it will cost three Honor and Fortune no matter if the leader's retreat is 1 hex or 2 hexes or 3 hexes.
- When a leader is alone in a hex the attacking unit determines its normal number of dice to roll against the lone leader. To hit the leader one or more swords must be rolled. If the leader is not hit, the leader must either commit Seppuku or retreat 1, 2, or 3 hexes. Any flags rolled during the combat have no effect against the leader. If the leader does retreat, it will cost three Honor and Fortune.

Inspiration

- If a cavalry leader inspires multiple units, do they all ignore the first Honor and Fortune they roll, or just the one attached to the leader?
o (RB) Each unit that is inspired and rolls one additional die in its close combat, will not collect an honor & fortune token on the first honor & fortune rolled.
- I assume a mounted leader can give honour and fortune token to each and every adjacent unit in a single go provided have enough tokens?
o (RB) A cavalry leader can inspire each ordered adjacent friendly unit in close combat, as long as one honor & fortune is spent for each unit's close combat.
Spending one Honor and Fortune does not inspire all adjacent units.
- If a Cavalry leader is behind two Ordered units but the Cavalry leader is not in close combat, can he still Inspire the adjacent units?
o (RB) Yes
- Does a cavalry leader in an adjacent hex have to be Ordered to inspire a unit?
o (RB) No
- What is the order of play with a Personal Challenge against a leader who wants to use Inspiration?
o (RB) The card says "Prior to the close combat, players roll dice equal to CC held..." so the challenge takes place before the combat, as “Inspiration” is part of the combat roll.

Seppuku

- On Seppuku, is the lost command card permanently lost?
o (RB) A leader that commits Seppuku or a leader that dies in a personal challenge (see Personal Challenge Dragon card) will cause the loss of a Command card drawn at random. The loss of the Command card is permanent; however, the play of the "White Dragon" Dragon card will add a Command card to a player's hand.

The Command Tent

- What does the army leader count as? Red, Blue or green, how many dice does it fight with, ignore how many flags, terrain advantage? Can it move?
o (RB) The Commander's Unit is explained in detail on the second side of the Samurai Battles - Commands & Colors Unit Summary sheet.
- May a Commander figure be ordered and leave his tent and bodyguards?
o (RB) A Commander figure may not be ordered to leave his Command Unit Tent.
- When all his bodyguards are dead and he has retreated, is the Commander considered as an Infantry Leader? May he move up to 2 hexes ? May he join an infantry unit ? May he inspire it ? May he provide support for morale ? etc. etc.
o (RB) After a Commander Unit has all its bodyguard figures eliminated, and the Commander figure has retreated, the Commander figure is treated and acts just like an infantry leader figure.
- What happens to the Command Tent if the leader is killed but bodyguards remain? (i.e. The Ninja Assassin card, lucky roll after killing one bodyguard, etc.)
o (RB) As long as any figures remain in the Command Tent “unit” it will continue to function as outlined. However, in the event that the leader is removed the unit can no longer be inspired by the commander, and it does not get the benefit of ignoring a flag that the commander normally provides.
- (NEW) Further Command Tent Clarifications (Questions from BGG forums, answers by Richard Borg)
o So when is the command tent hex removed?
- Basically the three bodyguard figures will have to be eliminated and the commander figure either be eliminated or has retreated from the camp hex,
before the camp hex is removed from the battlefield.
o So what happens if the commander figure is eliminated before all the bodyguard figures are eliminated?
- A commander figure can be eliminated, by the play of a Dragon card, or when the Commander’s unit is attacked and one or more bodyguard figures are eliminated, which will force a leader casualty check. Should the commander figure be eliminated the opposition player will gain a victory banner.
o If the commander figure is eliminated what happens to the remaining bodyguard figures and the command tent hex?
- Any remaining bodyguard figures will still occupy the command tent hex and the command tent hex will remain on the battlefield.
o So when the commander figure is eliminated, it will count as a victory banner and when the command tent is not occupied it will count as three victory banners, which means a total of four possible victory banners can be gained when eliminating the command figure an capturing the opposition’s command tent?
That is correct! A commander’s unit is the three bodyguard figures and the command tent hex. The commander’s unit is worth three victory banners when
not occupied, which means, all three bodyguard figures have been eliminated. A commander figure is just like any leader and is worth one victory banner when eliminated in combat or by a Dragon card. A commander figure that commits Seppuku or is eliminated in a personal challenge will not count as a victory banner, just like any leader.
o A commander figure may not be ordered to move out of his command tent hex.
However, after all the bodyguard figures in the commander’s unit are eliminated, the commander figure must retreat like all other leader or instead of retreating may commit Seppuku. A commander figure, once out of his command tent, may be ordered and will act just the same as an infantry leader.

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