Corner Locks in Close Combat

A “Corner Lock” occurs any time one or more corners of a combat piece come into legal contact with an opposing piece. Legal contact means front-to-front, front-to-side, or front-to-rear but never side-to-side. Single corner locks (as below) come into being as part of close combat resolution or by a move to offer flank support to an already engaged piece. On rarer occasions they might occur from initial contact  where the attacker over-matches (has more pieces than) the defender OR can not complete a move to engage OR with the intent to “pin” the piece in a close combat round AFTER the initial contact round:

Corner Lock Movement

Corner Locked pieces may not move (except in special ways described below). They may not fire or be fired into. They may not offer flank support if multi-corner locked. They may disengage from a single corner lock by rolling a 1d6 equal to or greater than their piece QV (Quality Value)

when activated (and one action is expended) a single corner locked piece may SLIDE into full contact with the opposing locking piece:

Corner Lock Movement-Slide

OR, it may PIVOT on the locked corner to come into full front to side contact with the opposing locking piece (giving a flank attack bonus of +3):

Corner Lock Movement-Pivot

A single corner locked piece can neither slide or pivot if such a move would bring it into contact with an opposing piece other than the one involved in the corner lock:

Corner Lock Movement-Prohibited

Likewise a multi-corner locked piece may not move:

Corner Lock Movement- Double Lock

In close combat play it may be useful to “pin” an opponent’s piece with a corner lock or to move so as to create a pivot possibility. Most usually, however, the configuration of corner locks can not be predicted and a myriad of possibilities often result from combat resolution.