| Firestrike Modern Air-Land Battle in Miniature | |
| 1 Introduction [ 2
Command ] 3 Indirect Fire
4 Movement
5 Direct Fire Unit Performance - Issuing Orders - Order Types - HQ Discovery |
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« 2.1 Unit Performance
Results - If a units rolls an unmodified die value which falls within the modified Retreat range, all of that unit's bases will move away from the enemy during their next movement phase using their full available movement. If a unit rolls an unmodified die value which falls within the modified Fall Back range, those bases which were within 8cm of the destroyed bases will move away from the enemy a minimum of one-half of their normal move. Units which retreat or fall back must pay all normal movement costs for terrain, and may use their inegral smoke protection and other counter-measure to aid their escape. « 2.2 Issuing Orders
« 2.3 Types of Orders Move - Units and formations under a move command must move all of their bases at least 1cm during each turn that the movement order is in effect. The path of the assigned movement must be marked on the map of the battlefield which was made during game setup. This "movement arrow" indicates both the path which the moving unit(s) must follow and the point at which they stop and revert to a defend order. Changing the path of an existing arrow is consdiered to be an order change and requires the same order change die roll as any other change of orders. Defend - Units and formations under a move command must remain in their current deployment area and defend it against all enemy attacks. The defenders may expand or contract their defense zone, but the centerpoint of their deployment must remain within 10cm of that required by their standing orders. « 2.4 HQ Discovery Each headquarters group involved in an order change must also roll to establish whether they were discovered as a result of emissions given off while issuing new orders. An HQ involved in an order change is only considered to be the lowest level HQ issuing the order if the order involves only a portion of the units or formations under that HQ's control. If order changes are attempted for all units or formations under the command of an HQ, then that HQ and the next level above it must both check for discovery. For example: if a German battalion HQ issues an order change to only one of it's company's orders, only the battalion HQ would roll for discovery. If the same battalion changed the orders for all surviving companies and heavy weapons units, both the battalion HQ and the regimental HQ above it would both have to roll (if present). No extra die roll is required if the scenario in question involves no higher level HQ formations (non-presence excuses them from rolling for discovery!) Adjusted Tech Levels - All units within the chain of command of a natural leader may voluntarily downgrade their tech level at any time. For each level reduced, its corresponding HQ discovery value will be halved. The voluntary reduction may be applied to one order-change event, or to an entire turn, according to the commanding player's discretion. Example: A tech level A unit pitted against a tech level A foe may downgrade its own command die rolls from that of tech level A to tech level C. In doing so it must roll a basic value (before modification) of 5, but it also reduces its discovery die roll from a 4 down to a 1. Had the unit only downgraded one level, its unmodified command would have been a 6, with a discovery roll of 2. |
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