Midgard C3

Regts and commands carried on sqds are considered to be in supply as long as the fleet is in supply, otherwise they will suffer attrition.

Weather will increase the cost of supplying a fleet (which can be assumed to be the cost of misc repairs and replacements suffered from travel, as well as the cost of actual food.) The cost modifiers are as follows:

Weather Effect

Modifier

Rain

x1.2

Rain and wind

x1.3

Fine and strong winds

x1.2

Rain and strong winds

x1.4

Storms

x1.5

Force Interaction and Zones of Control

AlI commands will have a zone of control extending out two hexes from the hex they occupy. This may be interrupted by terrain, enemy forces and prohibited hexes (alI land hexes for sqds etc). At the end of each indicated movement phase, see Sequence of Play, each hex with a command in it will search its zone of control and make reports.

A forces ZOC always extends into the six adjacent hexes unless impassable, such as an alI sea hex to land forces. The second ring of hexes are Iimited. Your ZOC will not extend into second ring hexes if it is mountain, hills or forest terrain. Further, ZOC will not extend through hiIIs, forest or mountains into a second hex. The following diagrams will give examples

Your orders will allow you to react in various ways toward enemy forces if detected in this way. These Interaction Orders should be given to alI field commands and will remain active until changed. The options are as fol lows:

Advance toward any enemy force encountered (largest if more than one).

Advance toward any enemy force encountered (smallest if more than one).

Advance toward first allied force encountered and join.

Follow first enemy force encountered.

Follow first allied force encountered.

Retreat from any enemy force encountered.

A command on withdraw orders cannot be given options 1 or 2, these will convert to 6 instead. A routing force has its Interaction Order wiped and changed to option 6. Default option will be 4

Players should use these instructions in conjunction with their other orders, for eg. a force of 20 regts is on Skirmish Orders with a modifier of 1, for each 0.5 odds. They have an interaction order of 'B'. They encounter a force of 50 regts, this pushes their battle orders to Withdraw due to the modifier. With these orders their interaction order changes to 'F' and they retreat from the enemy immediately.

The intelligent use of these commands is part of the skill of the game. First is defined as the nearest if there is a conflict, otherwise largest.

Scouting

All Divisions and Fleets will scout their zones of control to gather reports on enemy forces and activities. The depth of this report will depend entirely on what the scouting value of the command is. The following units have the listed scouting value.

LC

4

Pen,Bir,Lib

4

MC,HC,LCm,LCh

3

Tri,Ctr,Qud,Vik

3

LI,MCm,HCm,HCh,mtd inf

2

Cqd,Qun,Cqn,Csx,Chp

2

MI,HI,Mil

1

Cot,Cnv,Cdk,Csd

1

ZONES OF CONTROL AND SCOUTING ORRERS.

~ ~'>~

fig 1.

fig 5.

the zone of control of a unit extends out two hexes from the hex it occupies as illustrated in fig 1. The ZOC also determines the hexes that you receive a scouting report from. Terrain however may restrict your scouting reports to some extent. in figs 2 and 3 above the black areas are blocked from scouting due to rough terrain in the first hex ring. The dark bordered hexes are blocked from scouting for the same reason OR because they are rough terrain in a second ring hex

.~.

The hex grid of the map is aligned slightly differently than above but the arrow indicates directly 'up' on the map. The compass directions used for movement are shown in relation to that direction. The second figure shows a move by a unit which would read - 6, 5, 5, 1, 1.

1. Rttack - 808.

2. SO i rm i sh - 605.

3. Probe - 40P.

4. Retire - 204.

5. W I thdraw - 081.

6. LOC Duty - 20:~;.

The default option is 3. Probe.

B Any and al I commands may be Asks i goad a Audi f i or to the above order, relating the odds involved in the battle. Pla'Jers may select from 3 levels of modi f ions as fol lows:

1. Modify order ogle level for each 0.5 odds level difference

2. Modifg order one level for each 1 0 odds level difference.

3. DO not modify orders.

The default option is 1.

C Formation: Sleets may also be assigned a formation of attack, each formation Hi 11 yield a different effect. The formations however are linked to fleet morale which will be represented by your country morale. The higher your morale is over the required morale level the better will be your performance, up to a point. The higher level formations however are comparatively better than the lower.

1 . Genera I f orma t i on - m i n Dora I e = 0 .

2. Double 1 ice abreast - win morale = 40.

3. L i ne astern - m i n more I e ~ 50.

4 . S i ng I e I i ne abreas t - m i n morn I e = 30.

Oef,~.d t formation Hi 11 be I.

O. hili~rnce instructions - depending on the situation a player finds himself in he may

use ,-~r,e of the fol lowing orders:

1. Rttach al I encountered regardless of treaties or status.

2. attack al I except forces belonging entirely to countries you have a treaty with.

3. Attach only forces Hi th some enemy troops present.

4. At tack on 1 y forces cons i s t i ng ant i re 1 y of enemy troops.

These orders will allow you to break a treaty condition that might normally prevent you from

attacking. Default option will be 3

E. Field forces present or going to a city c,r fortress may chose from the following options:

1. Stay ready <default).

2. Siege *

3. B I ochade *

4. Rssault with care.

5. Rss;,~u I t regard I asp.

6. Assault with care Si raid

7. hs.sa`.dt regardless & raid

8. S i ege and Assam I t w i th core.

9. S i ege and assau I t regard I ens.

10. Raid.

11 Pillage.

12. Loot.

13. Oevstate Tax.

14 Oevstate Defences.

PI f requirements can't be met ther, order r-ed'.~ces to 1. Stay Ready.

F Interaction orders, this is explair,ed in more detail in the relevant section.

The difference in MA of the commanders of the fleets will have a significant effect on the battle result, more so than ir, land combat. The victor of Q battle will sometimes be awarded some captured sqds. He must escort these back to a friendly port where they will yield half their building cost in tlts. They are treated in all ways as prisoners.

Calls Cement

~ id,

~ ~ ~ /; i: ~

Rl I sqds hare a movement al lowance of 12 points per week, plus or minus a small I amount due to Weather effects. The weather of the current turn Hi 11 effect the movement al lowance of fleets for the next turn, the movement allowance will be advised on the move sheet.

The movement of commands and their sqds is expressed ir, relation to the hex grid covering the nap. Each hex has 6 di fferent sides that a command may exi t from. Each of these sides Hi 11 be ider,tified by a numbers from I tc, 6. h movement H'struction to a command can thus be simpig state.) by a string of r,umbers, the command fol lowir,g the directions across the hex grid accordingly. The number O may also be used to indicate no movement is to occur during that phase Plagers may opt tonal he give a destination hex number and the computer Hi 11 moue toward that destination via a straight I ine route regardless of terrain. I f the terrain is imp~-able then thug sin,ply stop. Certain othe; special movement commands) are I isted below.

Weather Hi I I effect movement poir,ts as foI lows:

Condi tion. NP modi f ier . Cor,di Lion. HF Modi f ier.

Fine O

Rain O

F i He and ca I m -2

Fine and strong winds. +2

Rain and wind +1

Fine and wind +1

Storms O*

Ra i n and s bong w i rids . +2*

*Rny sqds at sea during a week. of this weather type v.W l I have a 1 in 10 chance of sinking.

The Sol longing costs for nasal movement Hi 11 apply.

Enter a coastal or al I sea hex.......................

Enter Dr leave a port.................................

Oisei~ib~rh or embark tromps at a port 1.

D i se,r,t ar k. or embark troops a t a e l ear or c i to hex . ... 2 .

Di=.e~,ba~k or embark troops at other hexes 3.

Moue down a ricer hex..................................

Moue Lip a river hex.................................

:~:

Regt~ are not required to expend movement points fo' embarking or disembarking, theg Hi 11 however lose those movement phases that occur whi Ist aboard ship. Each sqd has a I listed Carrying Capacity, this represents the number of regts that it may carrg.

Movement along a river past an unfriendly city is not allowed. Rli rivers marked on the map are navigable for a number of hexes equivalent to the number wri tten at the river mouth. Further- up the river is not navigable. Should a sqd meet an enemg division on a river then the sqds must in,mediatel4 withdraw one hex down stream. Sqds may not move past such a force. Otherwise the only time sqds and regEs wag interact in combat is during the siege of a city.

Fleets must end each turr, A-, a port or partial land hex or river hex or suffer attrition. Ships of this period were not capable of extended voyages and were not very sea worthy. If the hex they end the mo've in has any enen,y land force within two hexes then the fleet must remain at sea in that hex cod will suffer atb itio~1. This will not appig on rivers.

Fleet attrition of any kind is a straight I in 20 char,ce of losing each sqd.

Fleets nag not use strategic Movement

Datal tSinppl2.

Each of the various types of sqds has a supply value, as I isted on the Naval Units Table. This value is total led to give the number of tlts that must be expended on any turn that a fleet does not end the move in a friendly port.

Supply is compulsory, if the money is not available however then the fleet suffers an attri tion Sol I.

i

F. Interaction orders, these are explained more ful Ig in the appropriate section.

City find fort commands may be given one of the fol lowing orders as conditions arise. any command in garrison at the city will act on the orders of the city regardless of rankings.

1. Sal Ig forth with entire garrison to attack enemy forces in the hex.

Z. Sally forth with limited force to disorganise enemy forces In the hex.

3. Salig forth and break out, begin strategic mare ta nearby cities (option will appear next

turn to sped i fg these >.

4. Pen,ain inside city walls at all times.

Citu commands will use an inherit modifier (as in B above) of one step per 0.5 odds d i f f erence.

p00b Comb~t.

Hher,e`!er two forces of ang size enter the same hex the computer will determine the result.

The combat resolution system used Hi 11 not be revealed to the plagers~ this Hi 11 prevent abuse of written rules and add a bit of suspense. Plagers can expect logical results from combat most of the time.

P I avers may under take ambushes v i a the appropr i a te f orma t i on cho i ce, but shou I d have the i r forces in posi tion for as long as possible before the arrival of the enemy. The enemy force must move directly through the hex the ambush is set for. Rough terrain Hi 11 yield a better chance of success over clear.

R fondle that routs will immediately be moved two hexes toward its nearest supply base. This is a compulsar4 moue during the week of the battle. The troops of the victor of the battle w i I I have on I y ha I f the i r norms I Foremen t a I I orange ~ round down > due to t i me needed to recover from pursuit. R routing force will autc,n,aticall4 be on withdraw orders, and may only be giver movement orders. Recut statics i=. lost after one week urn fess f~eshig ~outed.

Band (SttppI~.

The major source of supply in Midgard is cities. Rll units eventuali4 derive supply from friendly cities. There are several forms of supply, each related to the others in some way.

Supply Bases: ail friendly cities are considered to be supply bases, this includes another p i avers c i t i es i f he i 5 your a I I y. Ray on i t i n a c i to hex on Gary i son orders i 5 a I wags i n supply Winless under siege Divisions ending their turn in a friendly city will be considered to be supplied along with the troops that belong ta them. Scouting Commands and shore using Strategic Movement do not need supply. Hazel suppig is di fferent and explained later.

Supplu Fc,ints: most cities will also have suppig points in the form of stores (SP). Rn SP is a representation of the capacity of the city to resupply a Division command, or to withstand blockade. h numeric value will be assigned to each city ranging from O to 4, this will be the number of SP each city will produce each qtr. Rt the e~,d of each qtr and remaining SPs will be lost and replaced by the new qtrs production. During Hinter however the number of SP produced Hi 11 be reduced by 1.

R single SP Hi 11 be used up e~`erytin,e a Divisic,n resuppl ies its Organic Supply (OS) at that city. Resupply will restore the OS back to full value 5 points. R captured cities SP is freely useable by the captor. R Division command may not resupply if it has full OS at the time.

R random number of SPs Hi 11 be awarded to each country during none winter qtrs, the player must allocate these spare points to his own cities, as he chases.

Organ i c Supp I U & Forage: on i y D i v i s i on commands may forage. O i v i s i ons w i I I gather forage each week for the regts that belong to it. It will also supply regts belonging to it from its own store of suppl ins. This store is known as the Organic Supply (OS) and is represented by a

numeric value. Rt ful I C-ClpaCi to the Os is: S. During ~ week that the Division dome not end the seek at Q friendly city hex, or gather enough forage, then the OS rating will be used up to compensate .

To extend the usefulness of the OS the Olulslon may gather forage from the surrounding cour,trgside. Rt the end of the week the computer Hi 11 examine the hex the Division occupies and the six hexes around it. The Division will gain the full forage value of the hex it occupies plus half the total value of the surrounding hexes (down). If a Dlvislon does not col Fact 5 points of forage during a week it must lose the diff~rance from its OS, up to a maximum of 2 points per week.

The forage `,alues of the hexes is as fol lows:

Terra i n Ua I us

Clear

Fores t

Cu I t i rated

Pass

R i Hers*

1.5

0.5

+1

Terrain

Hills

Mounts i as

City

Deser t

Sea

value.

ois

O1

*If the Division is ~ a hex with a river it will add 1 to the total forage value.

OS ma'J never be Increased in value by forage, only maintained at its present value.

Show I d a D i u i s i ons OS drop to zero i t may s tar t su f f er i ng a t tr i t i on. Our i rig any week where the Oh.dsion would be required to use its OS, and the OS is at 0, then each regt will have a 1 ir, 10 ,-ha'-,ce of destruetio`~.

R Di-.dsic,n that forced mar chef Hi 11 not cell Iect forage. R Division that cannot trace a LOC Hi 11 automatical 14 lose ore point of OS per week regardless of other factors.

en R:-n,g command will add one point to the final forage value of each Division assigned to it.

Supply Trains: these may be built at a cost of 100 tlts and one city SP. In effect you make the SP into a unit, with 3 movement points, moving as if it were cavalry R supply train will have o11 the abilities that or, SP would have. They are units also and must be assigned to d i v i s i ons f or movemen t . I f a D i Ed s i on w i th a Supp I y Tra i n rou ts then then Supp I y Tra i n i s captured by the enemy

Rs aft alternative an SP may be mounted on pack animals at a cost of 250 tlts, it will then hare .a speed of 5, anyone may do this, they do not need an option to have mounted troops.

Supp I y try i Ins are i dent i f i ad by the ,~bbre~J i at i on: SUP, or SUP-mc, SUP-mh.

~ Fatal Operators

Sqds Bus t be grouped tc,ge ther and g i Hen a f I ee t command, s i m i I or to a D i u i s i on . R f I Be t command may contaii-, no more than 10 sqds, and wag be assigned a Fleet Commander Fleet commands cost 100 tl to to create and have no maintenance cost. They have no effective presence and are one destr-,:,yed if all sqds within it are sunk or captured R captured Fleet comm~r,d Hi 11 yield 100 tl to to the captor. Fleet commands do not need LOC I ike divisions, they aloe Stead required to pay a supply cost each turn away from a friendly port.

Wher-'P..Pr two fleets enter the same hex they man engage in combat. The system of combat reEc',ution will not be resealed and the 'results will be advised by the GM. The loser of the battle mill be retreated toward his supply base 3 hexes, or into it if nearer Fleets do not rout ,~5 do land forces.

F I He to are e i ther on Oars i son or F i e I d orders as are O i v i s i ons, they may be g i Hen f urther order s as fol lows:

R. hop of the fol lowing orders may be given to Field forces each order determines the loses the fleet is willing to suffer before retirtr,g (not that this assures you of getting away)

Co-,mands and the i r troops are sped i f i ed as be i rig on Garr i son mode or F i e l d mode. Garr i song autc,maticollu defend, arid the mode is oniu applicable to commands inside a city or fortress. Field mods ~1 lows; free movement and other orders.

R. Comm,ar,ders on Field Mode May be given one of the fol lowing orders:

h Rttuck, wi 11 engage ong enemy r.ocuntered.

2. Defend, al I i hold their ground against any attacks.

3. Skiraish, pi 11 attempt to delay enemy with major losses

4 11ithdru., will avoid contact with the enemg if possible.

De t au I t .r ders ore 3 . Sk h m i sh .

E. hey .~r,,i all commands may be assigned .: modifier to the above order, relating the odds invc.!~ed in the battle. Flayers may select from 3 levels of modifiers as follows:

1. Modify order one level for each O.S odds level difference.

2. Modify order one level for each 1.0 odds level difference.

3. Do not modi fy order s.

Kg: if 'JOB encounter a fc,rce of 50 rests Uist you ha`.e 30 regts and gou are Q!] modifier 2, then your orders would drop one level, from Rttack to Defend, ,-,r Defend to Skirmish. The opposite will also apphJ, if gou are larger than the erred your orders may shift upward. Default option is 1.

C. Forautions - the army may be fielded in specific classical formations to maximise a perceived advantage over the enemy, the choice of formation may effect your armies performance as Mel I. 80me formations are restricted by their primc~ry order, being only available if under those listed commands (see R.3 Default formation is 5. Stand and Defend.

1. General Line (1,2,3) 2. Teeth of the Dragon (1,3) 3. E:heh~n (1,33 4 he Eul 1~ Horns ( 1 j 5. Double Line (1,2,33 6. Stand and Defend (1,2,3,4 7. Lef t F I ank March ~ I, 2, 3. 3. F. i ght F I ank March ( 1, 2:3 9. Pincer (1,2)

10 hedge ~ 1 3

11. Refuse the Left (1,2,3)

12. Refuse the Right (1,2,3)

13 Enfilade Left (1 33

14. Enfilade Right (1,3)

15. Reserve (1,2,3)

1 c.. Strips i se R t tack ~ 1, 3 ;'.

17. Might Attack ( 1).

13 Ambush ( 1 3 )

1g. Feigned F.cwlt. ( 1,2,3 3 .

20. Withdrr~' v4)

R graphic exor.rple of the formations is shin on one of the fol lowing pages.

D. Rllionre instructions - depending on the situation a player finds himself in he may

use carte of the to I I on; ng orders:

1. Httack al I encountered regardless of treaties or statics

2. attack al I except forces belonging entirely to co..ir,tries yowl have a treaty with.

3, httac-k only forces with some enemy troop_ present.

4. Rttack only forces consisting entirely of enemy troops.

The e orders will allow you to break a treaty condition that might normally prevent you from

attaching. Default mode is 3.

E. Field fc,rces present or going to a city or fortress may chose from the fol low hag options:

1. Stag ready (defou I t N

2. Siege *

3. B I ockade *

4. Rscau I t w i th calve.

5. R=.sa~.d t regard I ens.

6. assault with care ~ raid.

7. a- .sau I t ~ egard I ens ~ Ma i d .

8. Siege and assault with care.

9. S i ege and assa'.d t ~ egard I ess .

10. Raid.

11. Pillage.

12. Loot.

13. Oevstate Tax.

14 Devstate Defences.

*I f requirements can t be met then order reduces to 1. Stay Ready.

FURMRTI ONS.

i. General Line.

.,, ::: :.:,: '. ',:.," .' - ',' '.::: ' ::

':2 '.:., :.

amp I=—1~//////]

2. Teeth of the Dragon.

... . . . . . . .

..... . . .

.. .. .. , . . , . , ., ., . . . , ... , . . ., ., ., .... - . .,

~1=~

5. Echelon. . .

. ... .... ~ ~ ~3, ~3

5. Deployment in Depth.

... . - .... .. :.

rim ~ r~ ~ v////li

6. Stand and Defend.

...

7. Left Flank March.

i .P at, ................ ....

..

if> i.-. 1 : .3 i==== ~//~3

8. Right Flank March.

. .. - . ., - .'

1~3 I= ~ i~

I 0. Illedge. . ~ ID,` ~

11. Refuse the Left.

....

At' [Li EM ==51 ~ ~

12. Refuse the Right.

.. . . ....

, :: :

~ At'' ' '2.

_ ~ ~

... . 13. Enfilade Left.

. .. . . ..

~3~3=

-

19. Enfilade Right. . .; .

- .. . .- ~3 [~:1

' '~3~g~E~

. ~

1 15. Reserues.

1 - .... . . . . .. . . . -

1 'E~'~3~3:

1 ~3 ~3 — ~ ~3

!

| 16. Surprise. j~,~, ~c I

1 ~__. ~

1 ~ en ~

I !

i I 8. Rmb us h. amp;;: ¢ZZZZ ~ I

''" _~

. .

19. Feigned Rout. I

. :.. .. ~ ' 1

''i/////? ~ ~ ~ r////~ |

· :: . W.. 1

.

20. Wit - _, ~1

'L//iii1'~//ii~ l

. ~ ~ ~ 1

he a-- I Had us i rig the MR ~ f i to I adder, an I GCC ~ h i Char Hammond i c preplan t . Sandra I d i ~ i c i and together Hi shout a higher command Hi 11 use the average ratings of the leaders.

R ur,iq..`e function of Division con,ma~>ds is supply, each divisive, Hi 11 have an inhora',t Organic Supplu Urulue which is used to maintain its units when forage is not sufficient

See Land Supp I U for de ta i I s.

Divisions may in turn be assigned to an Rrmy Command, which in turn may be assigned to a Task Force con,n,and. When commands have been assigned to a higher command it accepts the orders and instr-uctions of that command.

The movement of commands and their regts is expressed he '~elation to the hex grid covering the map. Each hex has 5 di fferent sides that a command may exi t from. Each of these sides will be identified by a number from 1 to b. R movement instruction to a command can thus be simply stated by a string of numbers, the command fol lowing the directions across the hex grid accordingly. The number '0' may also be used to indicate no movement is to occur during that phase. Players may optional Iy give a destination hex number and the computer Hi 11 move toward that destination via a straight I ine route, regardless of terrain. If the terrain is impassable then they simply stop. Certain other special movement commands are I isted below.

The r-,umber of movement points each rest has is listed on the Army Units Table. The movement capacity of commands has teen listed previously. The cost to enter each hex for each unit is as f c I i owe .

Terra i In. I n f Cue

Clear

Forces t

R i vers

Cities *

Desert **

1 1

1 1.5

1 1.5

1,2 1~2

2 3~2

Terra i n I Of Cue

Hills 1

noun ta i as 2

Roads 0.5

Cu I t i voted 1

Pass 1

* Cities cost 1 to enter if friendly, 2 if not friendly

** De-!=rts - horses Hi 11 cost. 3, camels Hi 11 cost 2.

Unit- must have the required movement points or they cannot enter the hex.

Cit,=~, the cost to enter a city hex represents the fact that with friendly cities the force ail' stop and resupply thus avoiding the need to forage. With enemy cities it represents the natural caution the commander has when approaching such a structure.

Roads cancel al I other terrain except cities, cities cancel al I other terrain.

Forced [lurching: a command can expend up to half again its normal movement allowance (rounded up) in a week if it wishes to, however it will collect no forage at all that week. Each rest that does forced march will have a 1 in 20 chance of suffering attrition and dying. If they forced march for a second or mote consecutive weeks the chance will increase to 1 In 10. To perform a FM simply use an 'F8' order during movement at the appropriate place in the sequence of play. The # stands for the direction taken, the F that it is a movement during a FM phase. If even one 'F#' command is used then the entire force is considered to have force marched. Hot all FM phases will be able to be used by some units, infantry receive onig 2 FM points and therefor may only use two possible FM phases.

Land fc,i ces may be carried aboard sqds for movement and in some cases combat. Each sqd Hi 11 have a listed Ca~ryM~g Capacity which represents the number of regts a sqd can carry, regal dlQss of type. P,eqts aboard sqds do not participate in naval combats in any fashion and 'could be lost if some vessels were sunk and the carrying capacity of the fleet lowered To embarks Hi i I cost the land forces nothing, this is paid by the naval force. Land forces maul disen,t..:~rk at no cost also, again this is paid by the naval force. Note however that the seq'.`ence of play Hi 11 decide whether and how much the land forces may move as the naval force expends i to movement throughout the turn.

You Er.:ay only embark and disembark to and from a suitable command. Regts may be embarked from a city or Division to a fleet without having a command (they are carried by the fleet

it:

ten~porar i lo assigned but not in a true sense>, to disembark thou must do I ikewise, you could not disembark them onto a hex that did not have a command unit capable of accepting them. Scc,,.~ting regts without a command cannot be given a Movement Order so may oniu be embarked and di~n,barked via the Tranr.fc~r activity, which occurs onhJ at the beginning of a wash, or by a Special Transfer after an assar.dt.

R=gts a,,J Sqds wag combir,e to attaci. a city, this is the oniu time that lard and sea forces car, combat each other. Regts aboard the fleet without their own command will use the fleet con,n,ar,der. Reqts aboard fleets thus follow its commands. If a Division were present aboard the fleet with its rests however then the average of the two would be used as divisions car,r~c,t be assigned to fleets or arn,adas (a Task Force would be needed).

To embark to a fleet the land commar,d is simpig mooted to the embarkation hex and given an E8' movement order, the # being the naval command to carrg the force. If the naval command does not halve sufficient cadging capacity the-, the land command will not be loaded. You cannot or der one land command onto two naval commands, onig one number mag be given. To maximise the use of goon fleets it is suggested they be combined under an Ramada command who then assumes the total carrying capaciDJ of all its fleets. More then one land command wag be ass i gned to a s i rig I e nave I cc,mmand.

Rt the same time the trar,sporting naval command must be moved to the embarkation hex and giver-, an 'E' movement order, it will load the appropriate land commands.

To disembark a force simpig move it to the appropriate hex and give the naval command a D.' order, the number indicating the land command to be unloaded. The land commands once disembarked Hi 11 attempt to complete and movement commands I isted for it. These commands must be after an E.. movement order, or if the land command began the week embarked then the movement command is simply performed from the beginning.

You any NOT use o Transfer order to embark or d i sewbark cowaunds You eaLI however use u Special Transfer order to do so after an ussualt.

Units mod be either 'ordered or 'disordered' or 'routed'. R unit will be ordered unless one of the fol lowing conditions appl ins:

1. It has withdrawn from a field battle.

2. It has participated in a field battle.

; . I t has rece i ved a 'b I oodg reps I se' resu I t i n can as-cru I i. .

4. For each week of forced march.

5. I t has been successful Ig ambushed.

6. ! t has zero or I ess organ i c supp I g.

Each, reason of disorder will result in a decrease of 1 t'rom a commanders MR and SO. Disorder ceases at the end of the week after the cause was inf I icted. Disorder Hi I I be shown on the more sheets bg the presence of 1**] in the STRT box, the number of asterisks showing the r,umc'~r fit disorder reasons.

ho'.~t is the worst state a formation can be in, the force will automaticalig go to 11ithdraw orders and fights with an MR of 1.

Strategic lloveeent: Scouting regts mug be moved from one of Dour cities to another of gour c i t i es u i a th i s movemen t . The p I aver s i mp I g nom i no tes the rag ts, the s tar t i ng and f i n i sh i rig cities and the BM will determine the time of travel. That unit will be listed elsewhere and effectively dissappears from the game. Rfter the appropriate time has passed the unit will appear at the destination. Should the destination be captured before arrival then the uni t is lost. Ci ties must be able to handle the art icing uni t in their garrison I imi ts, ang order sendh,g a unit to a city that could not handle it will be aborted

Orbers.

Orders need onig be given to Commands as noted below. Only the top commander need be given an order, all subordinate commanders under him wi11 take the same order automaticalIg. Be sure gou have assigned goon subordinate commands to a superior command or theg Hi 11 fight separately, losing effectiveness