Orders are the set of commands available to players which the computer will understand and act upon. Each turn a player submits orders for his units, the computer then carries out the orders of all players simultaneously and prints the results.
Ground combat units can be given one LAND UNIT order per turn, and any number of MISC orders. Similarly Naval and Air units may be given only one NAVAL or AIR unit order but any number of MISC orders. Espionage units may ONLY be given ESPIONAGE orders.
Most orders consist of four parts, the command, command objects (parameters), movement instructions and combat modifiers.
Commands - these are 2 digit numeric codes which represent all the activities available to a unit. They are expressed in more detail below.
Objects - these are qualifiers which modify the command. Each command may require up to three objects. These are explained for each order below.
Not all orders use all three objects, or even any at all.
Movement - the path the unit will move through during the turn if applicable. For land movement this is a list of upto to 12 directions and/or features for the unit to follow or move toward. Directions are relevant to the current hex the unit occupies and thus has values of 1 to 6, one for each hex side. A 0 value may also be used to indicate no movement for a phase. Movement to a feature is by Admin Movement and requires an admin path.
Combat Modifiers - at the left side of all Unit orders will be three boxes labelled Target, Retreat and Aggression. These values can be altered any time the unit is given an order. They modify the performance of the unit in combat as explained in that section of the rules.
MISC orders will also need a TARGET. This comes before the rest of the order and will be either 0 or a UNIT number.
There are six basic types of orders:
Land Unit Orders (1-30)
Naval Unit Orders (31-40)
Air Unit Orders (41-50)
Espionage Orders (51-60)
Economic Orders (61-75)
Misc Orders (76-95)
Multi-function Orders (96-99)
Land, Naval and Air Unit orders are used to control military units. They are broken into two broad types - Movement (M) and Static (0) orders. Static orders indicate that the unit may not be given a movement order if given this unit order.
Espionage orders are given only to espionage units: Informers and Agents.
Economic orders are limited to 10 per turn per player and can only be entered in the section appropriate (option to adjust based on leader type?)
MISC orders are various orders that can be used repeatedly and may activate or not during a turn based on conditions and the order given. They do not override Unit orders but are checked and activated as a separate function.
Some orders apply only to the turn they are given. Most orders however will carry over from turn to turn unless changed by events in the game, or they are given a new order.
Combat Modifiers will remain from turn to turn until changed by events or by entering a new value.
Current values for units will be shown in small type on the submittal sheet for each unit. Unless you need to alter these values you can leave the boxes empty and they will repeat.
If we dont receive a turn from you the following will be implemented as default orders.
If the unit was training and has not reached Elite, it will continue to train.
If the unit is in an urban centre it will change to Garrison orders. 3. If the unit is in a hex with an installation it will Garrison that installation.
If the unit is in defences at level 2+ it will perform a Recce without a pursuit option.
If none of the above the unit will Defend.
Spies will revert to search orders.
Units that are ammo depleted will have required ammo air delivered if sufficient APs are available.
Unit maintenance will be paid.
At some future date we hope to implement a more detailed set of options, check with your GM.
These orders may be given any number of times to units, as appropriate, upto to the limit of 20 allowed per turn (option for me based on Leader type).
They will be implemented during the turn as explained in Chapter 1.
MISC orders 81,82 and 90 will refer to single units only. They will not be repeated for other units within a multi-unit formation (unlike Unit orders where all units enact the same order as the Battalion leader).
Unit Orders are executed in unit number order, so if two units are given orders to pick up the same thing then the lowest numbered unit will get it.
MISC orders for a single unit are executed in the order they are typed in. Orders such as 81,82 and 90 will only activate when they reach their target hex.
The 81 and 90 orders will only activate if there is an Ammo Dump in the target hex (regardless of contents), but once a MISC order has activated it is lost and will not be repeated again... maybe keep retrying till fulfilled?
Orders do not ALWAYS work, many have a capacity or partial or complete failure.
Do not put values into fields unless they need to be there. In particular do not repeat values that are already shown.
Make sure the correct field is used, some orders are quite specific in this. If not written correctly they will fail.
The following codes are used in the following Orders description section:
0 Static order, no movement allowed.
M Movement allowed.
M*2 All movement costs at double the normal cost.
E Economic order.
S Espionage order.
X MISC order.
Where an order refers to a comparison of units, such as "if less friends than enemy", it does so based on STRENGTH values.
?? What about boats and planes ?? 1 boat=5 strength??
?? Any interaction between ground and boats and planes ?? Hmmm.
"Friends" includes all your own and all your allies units.
The unit prepares to attack enemy units entering the hex before they are able to respond. Success depends on terrain, preparedness, mode of enemy movement etc. Previous use of Camouflage or Defend orders will improve the ambushes effectiveness. This order will apply to all forms of movement available in the hex, including river movement. An ambush will also attempt to intercept any delivery of equipment through the hex (such as down a major river). Such intercepted equipment will be destroyed, captured or the delivery may be abandoned. You may not give an ambush order to a unit currently in combat.
The ambush condition will begin as soon as the unit reaches the designated hex. The length of time (in movement rounds) the unit remains in position, whilst using the ambush order, will be recorded. The greater this value the better the effect. Ceasing to use the ambush order will see this time returned to zero. Entry into combat will result in an ambush occurring and the unit reverting to a Defend order. Intercepting deliveries does not count as combat.
Object 1 - Target hex number
The hex number in which the unit will ambush. As this order allows movement the ambush is not applied until the unit starts the phase in the nominated hex. While the unit is not in the target hex this order is the same as a MOV (19) order.
Object 2 - Target selection (1-6)
A selection number includes all targets of a lesser number, thus Target 4 includes 1,2, and 3.
A convoy is units using admin movement to enter the hex. An escorted convoy is one that includes armour that is admin moving. A weak target is one that has less strength points present in the hex than you and your allies do.
Object 3 - Combat Options (1-5)
Combat options are used as a modifier to what action the ambushing unit will take AFTER it has performed its ambush attack.
Ground units will attempt to hide themselves from detection by enemy forces. A camouflaged unit will not be attacked unless the enemy can see them (or unless they attack). Detection of a camouflaged unit can be by a number of methods including spies and informers.
A unit that is camouflaged will be indicated as such on your turn sheet. The level of camouflage will not be shown. When detected via methods other than an enemy ground unit being in the hex, your level will be reduced to 1. If detected while an enemy ground unit is present in the hex then your level is wiped out.
The camouflage condition will begin as soon as the unit reaches the designated hex. The length of time (in movement rounds) the unit remains in position, whilst using the camouflage order, will be recorded. The greater this value the better the effect. Ceasing to use the camouflage order will see this time returned to zero. Entry into combat will result in an ambush occurring and the unit reverting to a Defend order.
Object 1 - Target hex code.
Object 2 - Combat Options (1-3)
Object 3 - Pursuit Options (1-3)
The unit prepares defences and begins construction of fortifications with which to improve its combat position. The level of defences is based around the number of movement phases that the order has been active for. Initially the unit will count as "Dug-in". It will then progress to "Entrenched" and finally to "Fortified". Once the unit gets to "Entrenched" the unit will have an option of increasing the size of the defences to allow for the inclusion of more units, or to continue improving their own position toward "Fortified".
Increasing the size of a defence will require 12 movement phases for each extra unit. No defence improvement is allowed during rounds that involve combat.
If attacked enroute to their target hex the unit order will default to Defend in the current hex.
Object 1 - Target hex code
Object 2 - Action Type.
Once the unit reaches "entrenched" status the owner may specify one of the following actions.
Used for all unit types.
The unit is dismissed from your service. This order will not be effective whilst a unit is currently in combat. This order can be used for all units in the game, including agents. Note that the timing of the command is such that Leaders who gain free agents cannot use this order to avoid paying movement costs for existing agents.
Object 1- Hex code
The unit will activate the order when located in the nominated hex. If left blank then current hex is used. If not reached then the order is not enacted.
Object 2 - Weapon Disposal
Object 3 - Village ID#
This is only used by Guerilla players and only with Cadre quality units of 8+ STR. Disbanding such a unit will allow the owner to generate a Manpower point at any controlled village within 8 hexes of the units current position, as long as that village is not Isolated by enemy units.
The unit will garrison and protect the population group or installation it now occupies, or moves to. This enhances the players AP control level (permanently) in regard to urban centres. With installations it protects them from sabotage attempts by increasing their security levels (temporary).
Object 1 - Urban or installation #.
Object 2 - Pop Group.
When an urban centre is garrisoned the play may specify a target pop group he wishes to effect as follows.
If he does not specify a pop group than the order will have an effect spread over all types present.
Harassment fire is laid down by artillery units up to their permitted range (terrain allowing). This type of fire will target enemy units in a random fashion.
Object 2 - Ammo (1-6)
The effectiveness of the barrage will depend on the amount of ammunition that is used. Up to six units of ammo (one per combat round) can be assigned to this mission per turn, one is used with each shot. The ammo must be carried as Surplus by the artillery piece at the start of each fire round. You may not HAR if enemy units are in the same hex.
This order allows the ground unit to load onto a specified naval or air unit. The ground unit will check every movement phase to see if the target vehicle is present in the hex, once confirmed it will attempt to load. You may not carry any surplus equipment once you have loaded, any such equipment will be left in the hex. The Load order will remain in effect until activated, even during combat.
Up to three different units may be specified as the target to load to. The unit in Obj1 has priority over Obj2 etc. A single unit can only load onto a single vehicle, so the vehicle must have the capacity to carry the unit.
Used for all unit types.
The unit must be at a base at the beginning of the turn for this order to work, and to be uninterrupted by combat throughout the turn. Also note that no training can occur on any turn that the Base is moved.
Elite types are:
Units that have achieved sufficient training will become Elite and may chose from one of the available Elite types.
The unit destroys one or all of the installations in the hex selected. The owner of the unit must also own the installations to be effective, with the exception of the Elite unit type "Commandos".
Object 1 - Hex code
Just to make sure the player has it right they MUST specify the hex code, with the exception of the starting hex (which is the default).
Object 2 - Installation ID#.
If object 2 is not specified than ALL installations in the hex will be destroyed.
Object 3 - Response option.
The unit may be given conditional orders from the following selection.
The default mode is to activate immediately.
The basic movement order of the game for ground combat units. For details of movement see Chapter 3.
Object 1 - Minefield Response (1-3).
Admin units that encounter minefields will suffer a variable amount of damage depending on their response to them. The following options giving increasing amounts of damage.
When the 25.Attach order is used for a group of units then only the first unit suffers damage if option 1 is used. All units suffer damage if 2 or 3 are used, but those on 2 will suffer less.
Object 2 - Pursuit Option (1-3)
Object 1 - Target hex code
The unit is to occupy a defence position in the nominated hex when the unit first enters the hex. If not then the order defaults to a Defend order immediately.
Object 2 - Replace Unit ID#
The indicated unit will swap places with this unit if there is insufficient room for this unit. If both can remain then both will, depending on the other units orders.
Object 3 - Pursuit Option (1-3)
The unit will support another units either by indirect fire (if artillery) or by moving toward it in the event of contact with enemy forces. Such movement will override any movement instructions current. The unit must be within 3 hexes of its targets or the order will not activate. It will support the first unit attacked. If more than one are attacked at the same time then Obj1 has first priority etc. Supported units must be owned or allied to you.
The unit will perform a recon action at the selected hexes. This will generate a report detailing the presence of ground units in the target hex and every hex around that, provided visibility allows. If the pursuit option is active then the unit will move to attack a sighted enemy provided it is not larger, or if artillery then it will fire on it (order defaults to Move or Harass with 1 ammo). If more than one target is available then the smallest force will be attacked, then a randomly chosen one.
Object 3 - Pursuit Option (1-3)
Used by ground units to search upto three different hexes for Agents, Informers, Ammo Dumps and Minefields. Units on this order are immune to minefield attacks from the listed hexes unless there is an enemy unit in the hex (in which case they suffer reduced damage from the mines). Elite Engineers may remove minefields while in combat.
Search will also have an effect on your AP control levels in urban centres that are in the hexes searched. This will be equivalent to a Garrison order at one quarter strength. Pop groups cannot be specified.
Combat will cause the order to default to Defend.
Mines will be laid in the hex specified. The correct type of mines must be carried as Surplus at the time the order is implemented. Any existing friendly minefields in the hex will be over-ridden by the new one (counts as a removal as well). There may only be one of each type of mine field in a hex at anyone time.
Object 2 - Mine type (1-3)
This order attaches the unit to another such that it moves as if it was the other unit. This can be important when units of different types (armour vs inf) need to move together. The attached unit will adopt the same combat orders and movement orders as its target. moving at the slowest rate.
Three objects can be specified, priority going in order from 1 to 3. The first unit to qualify, be in the same hex, will become the attached to unit.
This is probably most important in relation to your Leaders!
Attachment orders do not repeat from turn to turn!
Used by all unit types.
This order simply copies the order given to the target unit and treats it as this units order. No adjustment is made regarding differences in the unit types. This order is primarily used by units of similar types that are going to move identically. Only "friendly" units may be used as a target.
Obj 2 - If this object has any value other than blank or 0, then the unit is placed under the command of the commander of the copied unit. This allows that commander to apply their bonus's to that unit.
The unit disperses itself over an extended area to try to gain more detailed information. This is similar to the Recce order but of extended area and not allowing movement. All hexes within 2 of the unit will be reported on.
Dispersal of manpower in this manner makes the unit vulnerable to combat, a severe penalty will apply in the first round of any combat. Combat will cause the unit to adopt a Defend order, the SCT order will be abandoned.
Order 28
Order 29
Order 30
This order is used to add or remove boats from a naval unit that currently exists. To add boats the needed equipment must be present at the time and the unit must be at a coastal urban centre.
To remove boats simply enter a negative number.
This order will be tested at the start of each movement phase to see if it can be carried out. If the unit is forced into combat to reverts to a Patrol order.
Object 1 - Target Unit code
Object 2 - Number of vessesl to be added (+#) or removed (-#).
Object 3 - Vessel Destination for removal.
Vessels that are being added use a unit ID# as a target in object 1.
Boats that are removed may go to two different targets as follows:
The naval unit moves to blockade a coastal urban centre, a major river zone, or an urban centre on a major river zone. This action will have a variable chance of preventing any equipment deliveries, or naval movement in or out of the target. The degree of success will vary with the strength and type of boat unit used.
Object 2 - Blockade Type.
There are two forms of blockade available.
Shore bombardment by naval vessels. The unit will need to be moved to the appropriate sea area where it will then attacked the specified hex. Basically this is a direct fire attack against any ground units present in the target hex. Ground units will be able to return fire.
The naval unit will act as a ferry for infantry units trying to cross rivers in the specified hex, removing the movement penalty. Armour and Artillery are not helped by this order.
The most common naval unit order. The unit will patrol the area it currently occupies, engaging enemy units and trying to intercept deliveries. The chance of success is less than that of the Blockade order due to the larger area being covered.
A simple movement order but one that sets the naval unit into a carry mode. Whilst under this order the naval unit will accept friendly units that have matching Load orders. The naval unit must then move to the sea zone with the target hex where upon the carried units will be unloaded into the target hex.
The use of 0 movement orders can be used to keep the unit stationary whilst land units load (use movement timings).
Obj2
Allows the option to restrict what can load onto your vessels:
Default (no entry) is any friendly unit.
Naval unit will load friendly land units.
The use of 0 movement orders can be used to keep the unit stationary whilst land units load.
Object 1 - Unit types allowed.
Default (no entry) is any friendly unit.
Object 2 - Minimum cargo; the naval unit will not move until at least this number of units are on board
The naval unit will attempt to sealift some category A (light) equipment to a nominated hex. The equipment must be in an ammo dump at the naval base at the start of the first naval movement phase. The naval unit will be vulnerable to interception/blockade/patrol attacks.
This order is used to add or remove planes from an air unit that currently exists. To add planes the needed equipment must be present at the time and the unit must be at an airport urban centre.
To remove planes simply enter a negative number.
This order will be tested at the start of each movement phase to see if it can be carried out. If the unit is forced into combat to reverts to a Attack? order.
Object 1 - Unit code
Object 2 - Number of vessesl to be added (+#) or removed (-#).
Object 3 - Airplane Destination.
Planes that are being added use a unit ID# as a target in object 1 (leave blank)
Planes that are removed may go to two different targets as follows:
Used to attack a specific location with airborne units (different to air-cavalry). Only useable by helicopters and loaded units. If the ground units have not retreated during the first round of combat they remain at the target and become normal ground units. If they do retreat during the first combat round then they will retreat onto their helicopters and return to base. If given to an air-cavalry unit then the ground unit remains attached to its helicopters and if either retreats they all return to base.
The three allowed objects are targets in priority order. Once the helicopters return to base (at the end of each combat phase) then the current target priority is wiped and the second is then used. If the player is clever enough he could time his load orders to allow new units to be used. The last priority will be repeated till the end of the turn. Air-cavalry either use a single object or they will only spend a single round in combat. Note that a retreat from combat result will wipe all object values to prevent re-entry into combat.
The unit will attack enemy aircraft on similar missions, or any enemy aircraft contacted by friendly forces. May also prevent air delivery of equipment. Not available to helicopters.
Each unit will attempt to find targets in the following order:
Any enemy units on air superiority
Any airdrop missions.
Support ground units attacked by enemy aircraft.
Each unit will be able to mount a number of sorties based on its equipment type and training level. At the end of each sortie a test is made to see if the unit is still active, if not it remains at base.
Object 1 - Priority (1-3).
Players may alter the natural order above by placing importance on one area. If he does than the unit will be able to mount extended missions against that target type but will ignore all other target types.
Object 2 - Specific target zone (optional)
Select to conduct your mission within a single zone. This MAY make your actions more efficient, if you gain air superiority.
Available only to helicopters with an airlift capacity. The air unit moves to the location of the designated target, loads it in a returns to base. The ground unit ends the turn at the airbase. If more than one target is present in the same hex then all are loaded, limited by the carrying capacity of the air unit.
The air unit simple moves from its current base to the newly nominated base (its hex code).
The air unit will recce a set of hexes as defined by the objects, generating a report on ground units present in the area covered every air movement phase (??). Such air units will be vulnerable to ground attack by anti-air weapons in the hexes affected or adjacent hexes.
There are three different options with this order as follows:
A line of 6 contiguous hexes, starting with the hex specified in obj1 and heading in the direction entered in obj2. Obj3 is not used.
Two sets of 3 contiguous hexes, starting with the hexes specified in obj1 and obj3, both heading in the direction entered in obj2.
All hexes of all admin routes linking three urban centres or installations. This option only reports units admin moving at the time of the recon.
Units that are camouflaged or defending will be less visible. Terrain will also have a strong effect.
Only useable by helicopters. The air unit will attempt to airdrop some category A (light) equipment to a nominated hex. The equipment must be in an ammo dump at the airfield at the start of the first air movement phase. The air unit will be vulnerable to air superiority attacks.
Obj1
Hex code OR Sea Zone OR Installation ID#
Used to attack a specific hex or installation in a manner similar to artillery harassment fire. Strikes against sea zones will require finding a target first. Strikes against installations will continue until the installation is destroyed. If a hex is struck then the air units will attack enemy ground units, and only if it can find them.
Ammo use could be an option - return to base to reload each combat phase?
The air unit will interdict all road and rail routes between the nominated urban centres. The three objects must be directly linked by these routes. There will be a random chance that any enemy unit using the route will be spotted and attacked each turn (around 20%). Players may only use two objects instead of three and the base chance will improve to 30%. Equipment and training and experience will modify this chance. Interdiction attacks can be very nasty. Effects of such an attack will be damage and/or slowing or end of movement.
Your agent attempts to assassinate an enemy leader at the end of the move. If the Leader is not present at the end of the turn then the attempt fails and your money is refunded less a small fee. Units in the hex with a leader will help to protect him. Guards are especially effective at this. The more APs spent the greater your chance of success.
Your agent attempts to terminate a detected enemy agent (note detected).
Used to move an existing agent to a new location.
The agent attempts to find anything hidden in the hex, such as other agents, ammo dumps and camouflaged units. A report is generated at the end of the turn.
The agent attempts to subvert the popular support of a nominated player in the urban centre he occupies. The effect of this is a reduction of that players AP total.
The default order of all agents and informers. The agent will generate a report (see Misc Reports) of the comings and goings of units through the hex, but with greater accuracy.
The agent attempts to gather information on the location of the nominated player. If the target player is not in the same province then the order fails. If he is in the province the order may work. The chance of success is based around his actual location at the end of the turn. Villages, Towns, Cities and Installations give improved chances in order.
The agent goes undercover in an attempt to gain access to various extra sources of information (see Espionage rules for details). Each repeat of this order will improve his "cover" and his chances of performing certain orders. If detected, he fails to repeat the order.
Object 1
Optional - requests a report, his cover value is reduced to zero.
Report types are: ???
This order allows for the creation of a new military unit (as opposed to an espionage unit). It will only be effective if there is an urban centre present in the hex and it is loyal to you and it has one manpower point available per unit created.
Object 3 - # of units/# of vehicles.
If the equipment used are boats or planes then this object is used to allocate the number of boats or planes that are used for the single unit created. In all other cases it allows the player to build multiple units with the one order, as long as other requirements allow.
Used to create a new espionage unit, either an informer or an agent..
Object 2 - Spy Type.
Used to purchase new equipment and have it delivered to the nominated delivery hex. See Economic rules for complete details.
Similar to the 63 Buy order but limited to Category A (Light) equipment. The equipment is delivered by air however at a different phase but at greater cost. Airdropped equipment is prone to air superiority missions and also to random scatter to adjacent hexes.
Fix or repair upto 3 broken installations at the appropriate cost.
Transfer APs to another player (max of 10% of start of turn AP over all 66 orders). Only useable after turn 10. The sending player will also loose a number of victory points equal to the amount times 5, and the receiving player will lose equal to the amount times 2.
Used at attack and damage installations. A crack team of saboteurs are sent to penetrate and destroy the installation. The amount of APs spent determines just how crack the team is.
Used to defend Installations against sabotage. Each AP spent on security will generate 0.5 points of security, which will cancel an equivalent amount of sabotage APs. Units may also be used to boost security on a temporary basis. Security may be lost by a variable amount with each sabotage attack.
VERY IMPORTANT ORDER!
Used to invest APs into urban centres on a permanent basis (you dont get them back). The player with the highest AP investment will have pop control of the urban centre. Upto 10 AP per order will yield 1 to 1 control values (5 AP will give 5 control points). Greater sums of APs in a single order will have diminishing returns (down to 2 for 1). You do not need a military presence at the target to use this order, and you do not need to control it in any fashion. You simply dump money on them and hope they like you for it.
Used to with-hold maintenance payments on the indicated units.
You attempt to invest money on the short term market. This order uses a set amount of 5AP, but may be used multiple times if you wish. The return is modified on your current level. On level one the chances are 50/50 of a profit/loss.
There is a 5% chance per order that international forces will detect your economic dabbling and step in to close you down. If this occurs then that particular action fails and the 5APs are lost. Any further Invest orders by you that turn fail but no money is lost. You may start up again next turn.
A Risk level may also be set as follows:
Low risk will give better security but less return. High risk is likely to be detected but can yield large gains.
Your leader skims money from the treasury and sends it to his Swiss bank account. As long as your faction remains to the end of the game without conceding, this money will generate 2 VPs for each AP saved. This money cannot be recovered. If you are wiped out or concede it is lost.
This order is used to investigate, hire, fire and deal with the various Minor Leaders available in the game. Once in your employ the leader can be given normal Leader type orders.
Object 1 - Action option:
Object 2 - Details/Incentive;
Extra APs you wish to employ with regard to actions 1,2 and 3. With action 1 it gets a more accurate dossier. With action 2 it ensures you gain the leader. If multiple people offer to hire the leader the player with the largest incentive will win. With action 3 it may reduce the repercussions.
This order is used to create both of the two available combined unit types (as opposed to a Battalion formation or a large unit). Infantry is combined with either an APC or Helicopter unit to create a mechanised cavalry or air cavalry unit respectively. The APC unit must always be equal in size to the infantry unit. The helicopter unit must always have sufficient load capacity. If this is not available then the unit disbands and default to a defend order.
The order will be activated as soon as the two units occupy the same hex. Up until that point the second unit will follow its own order.
You cannot include an existing Battalion or Combined unit into a Battalion or Combined unit. This will cause an error.
Object 2 - Mode.
Mechanised cavalry have two combat modes as follows:
In the first case the infantry dismounts during combat and fights with the APC. In the second mode the infantry remain inside the APC, or near it, to gain the protection of its armour. A unit that fights mounted will be targeted as an APC but any casualties inflicted will be applied to both the APC and the infantry equally.
This order is used to combine upto 3 other units with the target unit, forming a Battalion formation. The unit receiving the order becomes the Battalion Leader and is given all future orders. The units comprising the Battalion will imitate the lead units orders. This should not be confused with a combined unit or a large unit (STR>10).
This order will be activated as soon as all units involved are in the same hex. Until that time the other units will follow their own current order.
The Battalion will function in many ways based around the ratings of the lead unit, so it is often best to make the best unit the lead.
Battalion receive a bonus in combat. If the lead unit is destroyed the battalion breaks up and all units default to a defend order.
You cannot include an existing Battalion or Combined unit into a Battalion or Combined unit. This will cause an error.
This order is used to transfer STR points of men and additional equipment from one unit to another unit with an identical main weapon. This order will be implemented as soon as the two units are in the same hex.
You may only move STR to a particular unit ONCE during a turn. Extra orders will fail.
Object 2 - STR or Equip ID.
There are two forms of this order.
Moving STR points of the unit to the other unit to boost its STR. This may result in the current unit being reduced to 0 STR in which case it is destroyed. You cannot give more STR points to the target than is current STR total at that instant.
Moving STR points of the specified equipment type to the new unit, but not to exceed its maximum capacity.
Object 3 - Equip Option (1-3).
This option determines how much of the units additional equipment will go over with the STR to the new unit. There are three options.
An equal number (or as many as available) of weapons as the STR transferred go over. Default
Any surplus weapons left in the losing unit are moved to the new unit. Normally a unit cannot carry more of each additional weapon than its STR.
No equipment to be moved.
This order is used to break up a Battalion formation or a Combined unit. This will always occur at the start of the turn. Players may optionally include a new order via the objects available, but only one that uses two objects! If a third object is required it becomes the default. This new order will apply to all the other units involved. The lead unit can be given a normal order. If no optional order is given the units default to defend orders.
This order allows equipment in the same hex as the target unit, at the start of the turn, to be moved and dropped in the specified target hex. If no equipment number is entered than ALL equipment will be picked up. If no amount is entered than as many of the nominated equipment as is present will be picked up.
Please note that a unit Admin Moving is not able to pick up or drop off equipment in hexes along the route, but can do so in the urban centres or installations it ends the phase in.
This order allows a unit to pick up equipment from the nominated hex as surplus. If no equipment number is entered than ALL equipment will be picked up. If no amount is entered than as many of the nominated equipment as is present will be picked up.
Please note that a unit Admin Moving is not able to pick up equipment in hexes along the route, but can do so in the urban centres or installations it ends the phase in.
This order allows a unit to drop off surplus equipment into the nominated hex. If no equipment number is entered than ALL equipment will be dropped off. If no amount is entered than as many of the nominated equipment as is present will be dropped off.
Please note that a unit Admin Moving is not able to drop off equipment in hexes along the route, but can do so in the urban centres or installations it ends the phase in.
Used to declare another player as an ally. Effective at the end of the turn.
Used to break an existing alliance with another player. Effective at the end of the turn.
Change the location of your training base (which begins the game where you begin). Change occurs occurs before a new leader is created if your leader was killed last turn.
Used to activate the appropriate Leader bonus effect relevant to your leader type, at the nominated hex.
Use of sealift or airlift capacity to move part of an ammo dump, which must begin the turn in an appropriate hex. For sealift the dump must be in a coastal urban centre, or one on a major river. For airlift it must be in a hex with an active airfield. This order only allows the transport of Category A (light) equipment. If no equipment number is entered than ALL equipment will be picked up. If no amount is entered than as many of the nominated equipment as is present will be picked up.
The sealift delivery point must be a suitable delivery point. Airlift may be intercepted by air superiority missions.
Sea lift is used first if more than one option is available.
Combined mechanised cavalry units may alter their current combat mode to one of the following.
Used to hide an ammo dump from enemy forces. The ammo dump must exist at the start of the movement phase when the first Misc order is processed. Costs 1 AP to enact this order.
This order is used to add additional equipment to the nominated target unit at the moment it enters the nominated hex. If there is no ammo dump in the hex (at all) then the order is repeated until successful (in that hex). Once activated however it will not be tried again.
If no equipment is listed at all then the unit will try to add as much equipment as it can handle. It will not add equipment unless it can carry all 10 pieces (no wastage). This is checked in equipment ID# order.
This order changes the current owner of the nominated ammo dump to the new nominated player. You may only give ammo dumps to players who are currently allied to you, and only after turn 10 of the game.
This order allows you to alter the combat values of the infantry component of an aircavalry unit (the retreat value is mostly redundant as the unit retreats with the helicopters, but it is possible the helicopters are all destroyed and the infantry is left behind).
Air units will normally attack targets regardless of the threat of Air Defence units, retreating only after their AF is triggered. This order allows you to set an option so that your planes will retreat immediately after the first time they are shot at by an AD unit, whether it hits or not.
Object 1 - New Response Order.
Transfer a specific number of sealift or airlift points to a currently allied player. That player may use them as they wish.
Transfer control of a currently owned installation to one of your current allies. This order is carried out at the start of the turn only.
The player accepts defeat and concedes the game. He remains in the game but at a reduced turn fee. See rules for specific details.
You MUST enter your player number and secret player code to make this work.
This order is given to a large formation unit (more than 10 STR) and allows it to detach STR points to create a new unit. The order will be actioned as soon as the unit enters the nominated hex.
Object 3 - Weapon Selection.
This option determines how much of the units additional equipment will go over with the STR to the new unit. There are three options.