Q26. After the defending cavalry is defeated by my cavalry in a pursuit, can the rest of my units attack ?
A: No. If the enemy has even one cavalry “covering” the retreat, only your cavalry may pursue. They must first eliminate any covering cavalry, but if there are any remaining attacks after the enemy cavalry are eliminated, they may target any other units that are retreating.
Q27. Are all tactical battles fought simultaneously?
A: No, the defender selects the order of the battles, which may be important for retreat possibilities. Units may not retreat into a region that contains enemy units. This includes other battles.
Q28. Where can defending units retreat following a battle?
A: They can go to any adjacent space except (1) a space currently occupied by enemy forces, or (2) any space(s) from which the attacker entered this battle. Note 1: Attacking troops “currently occupy” the region where any remaining battles are still to take place. Note 2: Units may retreat into spaces controlled by a neutral major nation, but doing so will provoke a war and requires 1 PAP, either immediately or when next obtained by the retreating player. To avoid the war, the retreating player may first make one or more Diplomatic Overtures in an attempt to sway this neutral into an alliance. Retreating units may choose to be eliminated rather than provoke such a war.
NAVAL
Q29. Can you clarify how the naval squadrons move?
A: Any or all naval squadrons from a single sea zone may be moved together as a “fleet”. As the fleet moves into new sea zones, new squadrons may join the fleet. If the fleet is intercepted by enemy squadrons, it may combine with any friendly or allied squadrons in that sea zone before battle. Any naval squadrons that move into a battle may not move any further that turn. Naval squadrons which have not moved into that battle and which have not moved yet that turn, may move after the battle (during the appropriate player’s turn).
Q30. Can a land unit combine land and sea (amphibious) movement in the same turn?
A: No. Land units wishing to move via sea must begin their movement in a port region. Wherever they disembark (friendly or enemy) is where they must end their movement for the turn. Note that this implies that there is no retreat possible for the attacker in an amphibious attack.