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
 

« 2.1 Unit Performance
At the start of each Command & Control phase, players must roll for performance effects of all units which: a) lost any bases during the previous turn, or b) were involved in any NBC (nuclear, biological, chemical) warfare. Performance tests are conducted by rolling a die and comparing its value to the corresponding Unit Attitude line on the Performance chart. All performance modifiers modify the basic die roll range indicated on the chart. No modifiers are applied to the die roll.

    Performance Modifiers
  • Great Training - Halve the performance die roll range if the testing unit has great training.
  • Poor Training - Double the performance die roll range if the testing unit has great training.
  • Per 33% casualties - Double the performance die roll range if 33 percent of the testing unit which has been destroyed.
  • NBC Warfare - Double the performance die roll range if nuclear, biological or chemical warfare is being conducted anywhere on the board.

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
Each formation used for game play includes a headquarters group (HQG) composed of one or more bases. These headquarters groups allow players to change the the orders under which the units or formations under their command are operating. If all bases within an HQG are lost, all units and formations controlled by that headquarters will suffer a halving of their order die roll for the duration of the game, effectively limiting their ability to have their orders changed.

All units and formations must begin a game under a Move or Defend order. Once game play begins, unit orders may be changed if the lowest level headquarters in charge of that unit rolls successfully on the Order Die Roll column of the Command and Discovery Chart. Each time a headquarters attempts to change orders it must also roll for discovery if it was not already under direct enemy observation. Headquarters units discovered as a result of the disovery die roll are considered to be directly observed for purposes of indirect fire. They only revert to their former unspotted status if they are not rediscovered during the command phase of the following turn and remain out of direct enemy observation.

In order to conduct an order change attempt, refer to the Command & Discovery chart and establish the order value by cross referencing the two technology levels of the opposing enemy forces and using the number which appears on the left side of the paired sequence. Modify the order value using the corresponding modifiers and then roll one twelve sided die (1D12). If the die roll value is equal to or less then the modified order value, the unit's order changes may be executed. If the die roll value is greater than the modified order value, the unit's order changes may not be changed.

    Order Value Modifiers
  • Each Headquarters Lost - Halve the order die roll range for each headquarters above the testing unit which has been completely destroyed.
  • Finished moving first on previous move - Add one point to the order die roll range if the unit belongs to the side which finished moving first on the previous turn's movement phase.
  • Natural leader at HQ - Add one point to the order die roll range if the headquarters executing the order change is run by a natural leader.
  • NBC warfare in progress - Subtract one from the order die roll range if nuclear, biological or chemical warfare is in progress anywhere on the game board.

« 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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