Standard Rules of Play

Orders and Messages

Players will send orders to their units and each other via the moderator. Orders should be in the following form to make it easy on the moderator.
Sent 0720
To: Gen. Ector
From: Gen McCown
On receipt, hold your right flank and form your line E to W, keep off the highest ridge line so as not to alert the enemy of your position, be ready to advance.
Written orders must use directions or landmarks, I will not accept written orders sending a unit to a specific hex, the exception is movement of a player's officer (see note on IPVM below).
Sending an order to "Join me" will cause the receiving officer to move to the senders location unless another landmark is noted. You can use Locations such as towns, houses, roads, streams, rivers, woods for markers.
If a road doesn't have a name you can do something like
"Upon reaching Sharpsburg take the road to the southeast and move to Rohersville"

Couriers will cover 36 hexes in one turn. It is possible for a courier to be killed and the sender not become aware of it. They may also get delayed or lost on the way.
Players can send a message by more than one courier up to their message limit.
Players may also request return receipts for messages, Couriers sent back with acknowledgements do not count towards a players message limit.
All messages to Non Player (NP) officers or units will be acknowledged by the moderator with a reply.
Returning Couriers are subject to Courier Success Roll.

All messages are sent at the START of the turn.
When a message is received by the moderator the distance is calculated and the Courier Success table is used to determine when the message arrives.
The message is then marked for arrival time and placed in the message file.
All messages arrive at the END of the turn.
The exception to this is IPVM messages/orders, these can be received at the START, DURING MOVEMENT or at the END of the turn based on when the officer issuing the message/order reaches it's recipient. See IPVM below.
Players received messages are sent after the current turn each week.

Messages/Orders arrive at the END of the turn.
When an Order is received by a NP officer or unit, the Moderator will roll on the Order Acceptance Table to see if the order is Implemented (in other words if the NP commander you sent it to orders that your instructions be carried out).
All modifiers are used based on the officer/unit's condition at the time of this roll.
The Order will be implemented except on a roll of 2x1 or modified 3. On a 2x1 the order is ignored, on a 3 it is sent back for verification. Sometimes there is a delay in Implementing an order of a turn or two.
The Moderator will mark the order for Implemented hhhh, this is the time the order will be rolled for on the Order Execution Table.

Orders will be rolled on the Execution Table at the START OF THE TURN an order is Implemented.
Once again modifiers used are based on the officer/unit's condition at the time of this roll.
In addition to following his orders a NP officer/unit can Panic, Blunder, or Waiver. I have defined them as follows:
Panic means just that, the command will retreat a hex if ordered to stand or advance.
    Panic outcomes are treated as Blunder if no enemy is in LoS.
Blunder will cause an officer to do something strange, if ordered to advance he may retreat, or he may go the wrong direction.
    If ordered to stand he may advance or even charge.
    Normally I will make a quick list of possible blunders and roll a die to see which one occurs.
Waiver means the officer hesitates and will only use half his MP following the order.

Order File Example
Below is an example of what a message looks like in the Moderator's file.
Below that is a sample of the roll made for an order.

Executed 1220
Implemented 12 N

Arrives 12 N
Sent 12 N
To: BG Cruft
From: Gen Palmer
Col. Hazen's brigade will be moving to the left to assist Col. Grose. Please extend your lines to the left to cover the vacated positions covering the Pike and Round Forests. Keep your brigade prepared to also move to the ford.

12 N Rolled 8 - Courier arrives as scheduled
Rolled 6+1 Unit/Leader In Command - Order is implemented as written.
1220 Turn Rolled 10 - Order is executed as written.

It is possible to send messages or orders to a unit outside of your chain of command. However it is very likely to do more harm than good. Plus it is a dubious use of command points at best.
If an officer receives multiple orders from the same commander he will follow the one with the latest time on it.
If an officer receives orders from two different commanders he will follow the one from the superior in the chain of command.
If he receives orders from his division commander and another officer not in his Chain of Command he will follow his division commanders orders.

In Person Verbal Messages

When two officers end the turn in the same hex they can send In Person Verbal Orders or Messages which I will forward to the receiving player immediately to give him a chance to reply. IPVO to NP officers will be immediately placed in that officers file and acted upon in the next turn. In Person Verbal Orders or messages are permitted to use specific hex numbers. This is assuming the officer is pointing at the location either directly or on a map. If there is a large number of messages between such officers their MP for the next turn may be reduced at the moderators discretion.

I have no objection to an officer sending me orders like those below with IPVM's for each location.
McCown will move to hex 41,44 and IPVM the artillery there, then move to Maney, then Stewart, returning to hex 40,44.
The officer will be moved to each hex and a deduction made in his MP for each message so they may all not get delivered in one turn if the hexes are far apart. In this case I believe the officer only covered a distance of 5-6 hexes and was able to deliver all the messages.

Opening Turns

Since the two sides start out of contact and out of sight of one another we plan on running 3 turns at a time.
This will be done to speed things up, once the enemy is sighted NP units will report the sighting to it's Player officer. We will determine the time for that info to reach the nearest commander (player officer) using the Courier Success Table and halt at the end of that turn and go to 20 minute turns. Any NP units that the sighting would influence will be handled by the system, they will not blindly continue forward but will follow one of several options we decide on based on a die roll.
In the case of players receiving messages in the middle turns they will be allowed to send replies based on the turn they received the message.


Last updated 06/07/20