Many players are frustrated when they see one of their units easily within weapon range of an enemy unit and yet the game does not let them attack. Perhaps the unit in question was only a third away, moved to contact, and then the enemy went second and backed off just out of contact.
My view of what the PBs system is actually showing you is just what is shown in your command post. It is not what is actually happening on the battlefield and this is often why units that “should be engaging” are not. If they are close, they may very well be engaging, but not effectively enough to show effects at the divisional level.
This is why the chit draw may leave you feeling frustrated and stymied, when the real solution seems obvious. Yes, that’s exactly what they would do…If they understood their orders, and If they felt they were secure from other attacks, and If they are certain of the other unit’s identity, and If they are actually where you think they are, and If the enemy unit actually is there as well.
That’s a lot of ifs!
These are all frustrations that a referee will ladle out generously in a kriegspiel game, and these are the frustrations that the Pub Battles system ingeniously, and without remorse, muzzles the player’s intentions with.
What this means is that you should feel removed from the battlefield. The game wants you to face what real commanders of the time faced. They couldn’t be everywhere, so the commands were delegated to lower echelons and the commander sat in the command tent, getting reports and sending orders.
But couldn’t a real commander leave his tent and see for himself?
Yes they could, and they did. This is exactly what is happening when you flip your HQ cube and roll to Alter Turn Order! This is that seminal moment when the General steps out of the tent, climbs on his horse, and takes personal command.