Subject: Hit and Run Card
Q: HIT AND RUN: Does the "Hit and Run" card to allow
a cavalry unit to enter a woods or river hex on the first move
then exit (possibly entering a second woods or river hex) on its
second move?
A: -- Yes. The intent of this "Hit and Run" card, is
to give the cavalry unit two movements on the same card play.
Another way to state this is to say a cavalry unit is making two
movement turns on this card play. Normal Cavalry movement is one
to three hexes. When cavalry enters a terrain hex that halts movement,
its movement is stopped. What the "Hit and Run" card
lets you do is to make a second move on the same turn. The Cavalry
may not battle twice on the turn; it may only battle after its
first movement. Of course, it does not need to make a move and
may target an enemy in an adjacent hex. After its battle it may
make a move. Terrain effects would apply both after the first
move or the second move, i.e. if the Cavalry moved into a woods
hex on its first move, it could move no further and would not
be able to battle either. It may make a second move.
One other note about the "Hit and Run" card. You do
not need to run back after an attack. The card's name may imply
this but the cavalry may move forward, back or to its flank. For
the record, a cavalry unit doesn't have to battle at the end of
its first move, to get its second move.
Richard Borg
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