Phase 5: |
Lightning War |
At the beginning of the Command Phase, the Referee delivers any orders due to arrive this turn to the commander of the receiving unit. Units that are falling back or routing, and infantry units on foot that are moving cannot receive orders -- they will receive the order as soon as they stop moving.
At the end of movement phase, if an unrouted command unit is within 100m of a routed or retreating infantry unit, a rally can be attempted. Retreating units that reach the Rally Point can make a rally check whether they have a leader or not.
To rally, roll again using the Morale Tables, note the modifier to be used during rally attempts. If the result is "Morale Firm", the unit has regained its composure. Rallied units smaller than a company will attempt to rejoin their unit. Rallied units of company size and larger will "forget" their old orders but can be moved according to the normal rules next turn. Units that rout or retreat off the board may not return.
If the result rolled is not "Morale Firm", their state does not improve or worsen and another Rally attempt can be made next turn. Units that have retreated to their Rally Point will stay within 500m (10") of it until formally rallied or they are forced to retreat or rout.
If a commander attempts a Rally, he cannot write orders that turn (though he may receive them).
In order to move, all detachments must be given written orders.
Orders must be specified on a 3x5-index card or the map. At the top is written the sender of the order, the target detachment of the order, and the turn number the order was written. A commander can send a single set of orders to one or more of the units directly under his control in the chain of command or to one unit not directly beneath him or more than one level away in the chain-of-command. Thus, a battalion commander could send the order "Take Hill 317" to all of the company commanders underneath him, or to just two of them, or to just one platoon that was one of those companies. He could not send a one set of commands to one unit and another set of commands to another; he could not send a single command to more than one platoon of a company (since the platoons are two levels beneath him); and he could not send an order to a unit which is not under his command.
Orders should be fairly brief; a turn is only two minutes long, and there has to be a lot of handshaking and verification between the two units. The Referee may impose delays in the delivery of orders if they appear too complicated.
Units may start the game with a set of orders of reasonable length.
Orders may wish to specify the following:
Subsequent orders may fully or partially override previous orders. For instance, in turn four a unit may receive "Proceed to Hill 407. Rally Point is southern farmhouse." In turn five, the unit may receive "Move instead to Hill 408, avoiding flanking fire from woods to west". The Rally Point for the unit would still be the southern farmhouse.
| Order Delay Time | |
|---|---|
| Initiative | Orders Received |
| High | Next turn's Command Phase |
| Medium | Command Phase in two turns |
| Low | Command Phase in three turns |
| Without Commander | Add one turn |
When orders are written they should be handed to the Referee. The Referee will impose a delay to the orders depending on the Initiative of the receiving unit.
Thus, an order written in turn 10 to a High-Initiative unit would be at the beginning of Orders Phase in turn 11. A Medium Initiative unit would receive the order in turn 12; and a Low Initiative unit in turn 13; a Low Initiative unit who has lost its commander in turn 14.
Orders can be acted upon as soon as they reach the level of the commander of a detachment. Thus, if a company is moving as a detachment, the battalion commander need only send an order to the company commander and the company can begin acting upon it. If the company is split into three separate detachments, the battalion commander sends the order to the company commander and the company commander relays it (perhaps enhancing it) to each platoon commander -- a two-step process. The larger your detachments the fewer levels your orders must pass through.
A unit led directly by the figure representing the officer who wrote the commands can act upon orders with one turn less delay.
Before play begins, the players on each side may make a list of up to four code words. A card can be written for each unit (down to the company level) corresponding to each code word. In addition, the following Code Words are always:
The advantage of a code word is that there is no delay -- the Referee will pass the card directly to the target as soon as it is written. The receiver can also pass the code word on to other units. The only difference is that there is no delay in getting the order through: sending the code word does count as sending an order and is subject to the normal restrictions on sender and receiver.
Observation |
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Infantry Fire![]() |
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