I’ll have a go at answering your questions Goldenhord.
① Minimum Fort Sizes: Page 6, paragraph 6, “Area Terrain Features” says:- “Only 1 feature can have a length of less than 3 BW, and they all must be at least 1 BW long and wide.” So a ‘postage stamp’ sized fort could be 1 x 1 BW, but usually they are 3 x 1½ BW, or 3 x 3 BW if circular.
② PIP Costs to leave: Page 8, paragraph 7, “Initiative Point Dicing” says:- “+1 PIP if garrisoning (which I think means ‘occupying’) a city, fort or camp.” But this doesn’t apply in your first bound…ALL elements only cost 1 PIP to move in your 1st bound.
③ What going is a Fort: Actually, a city, fort or camp has no going, because their interiors don’t exist! 🤪 Let me explain - once you cross their perimeters, you are somewhere inside, but this is not defined. The inside of a city, fort or camp is a sort of limbo, where an element’s location is unimportant. The troops are assumed to have split up into small squads and are manning the defences. So the question “What going is a Fort” is irrelevant…you are either outside or inside. (And once a camp is captured, it is removed and the place becomes good going)
Last Edit: Jul 4, 2021 18:28:39 GMT by stevie: ...I hope this helps...☺
Re ‘going’ type….nb, Fort and City are not any type of going, as mentioned by stevie…so….
placing a fort or city does NOT mean you have satisfied the requirement to provide some bad or rough going (or river or waterway) when selecting terrain (so eg City, plus a gentle hill and two roads is not legal, as there is no rough or bad).