This is my work in progress of using a simple card to track orders. Orders are noted by using symbols, just add a symbol to the box and your orders are written. Boom! Simple.
At the beginning of a game, the orders for that turn are written first, then Chits are drawn. After that, the orders are written at the end of the turn, prior to the next. There are six orders with their accompanying symbols Bold:
Attack ! The command will move in one direction as far as possible.
Move > The command will move in one direction as far as possible, but will not end with an enemy in its FoF.
Occupy Terrain X The command will occupy the next terrain feature.
Advance to Terrain ] The command will advance to the next terrain feature, but will not end with an enemy in its FoF.
March Column – The command will move to a road, enter March Column, and move along that road. If already on a road, it will remain in March Column the entire turn. If a command is already in March Column and is given a different order, it may move any distance along the road, but must end its turn out of March Column and in compliance with the order. Commands in March Column will follow the lead unit.
Hold 0 The command will hold its position. This may involve attacking. It may retreat from combat.
As can be seen, the orders are of the most general type. If a command moves, it must move in one direction, blocks may make one free facing change, if desired. This is intentionally unwieldly, thus making the ballet-like moves, so often seen in many games, impossible.
A command role may be used to Alter Turn Order, as per normal.
A successful command roll may be used to ignore an order and move however the player wishes (Personal Initiative), but if this is done, then the next orders must be written in the box two turns out, so the command spends one turn without orders. A command without orders may move none of its blocks, but they may rotate.
A charge may be executed regardless of orders.
These rules do not simulate written orders, but they do simulate the awkwardness of trying to command an army from a distance, as opposed to reaching down out of the sky and moving with perfect control and knowledge of the enemy’s positions. It does not simulate written orders, but it does simulate the feeling of written orders. For an even more authentic feeling, begin with two turns of orders written, and at the end of the turn write orders for the turn after next, so at the end of turn one, you write orders for turn three. This simulates the delay of receiving reports from commanders, writing new orders, and then sending those out to them.
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