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6 |
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| On this page 6.1 The requirement for orders 6.2 Tactical orders 6.3 Movement orders 6.4 Action orders 6.5 Artillery fire control 6.6 Forward observation officers 6.7 Programmed fire 6.8 Fire missions |
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| 6.1 | ||||||||||||||||||
| 6.1.1 | All
battlegroup and battalion HQs should be given general orders at the
beginning of the game outlining their general operations. |
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| 6.1.2 | Companies and independent platoons or sections must be given tactical
orders. |
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| 6.2 | ||||||||||||||||||
| 6.2.1 | These
orders should specify the type of mission the unit is on, its objectives and
routes. Any attachments or detachments should be specified and artillery
nets designated. |
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| 6.2.2 | All
orders should contain a mission, method of execution and details of command,
support and other coordination as required. The execution should specify
movement (or holding), location and actions. E.g. “advance to and
attack village A”, or “move to hill B and set up a flank support for unit A’s attack
on village A.” |
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| 6.2.3 | Orders may be conditional, such as “conduct recce of village
C, if not held move on to hill D and if threatened, hold until relieved, then await new orders.” |
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| 6.2.4 | The
following are set types of orders that a unit may be given. Others may be
agreed by the umpire to cover particular circumstances. A unit can have a movement order and an action order, or a number of action orders, which may be concurrent or contiguous according to their nature. |
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| 6.3 | ||||||||||||||||||
| 6.3.1 | Reconnaissance. Move between points A and B at any speed. May not be
given attack orders, should avoid engagement except to fight for information
where specified. May not advance to nearer than 200m from a located enemy. |
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| 6.3.2 | Advance. Move tactically between points A and B at up to half speed ignoring the
effects of roads or tracks (but not steppe or hard sand). May be given
attack, hold or support orders. |
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| 6.3.3 | Move.
Move directly between points A and B at a minimum of half speed, roads and tracks may
be used. May be given attack, hold or support orders. |
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| 6.4 | ||||||||||||||||||
| 6.4.1 | Attack. Must attack and attempt to occupy the designated location and
clear it of the enemy, or destroy an objective such as a bridge. |
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| 6.4.2 | Hold.
Must remain at or within 200m of the designated location, defending it or
covering approaches with fire. |
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| 6.4.3 | Support. Follow at a given or appropriate distance, or set up in a
designated position, so as to support another unit’s actions by either
observing for indirect fire or carrying out direct fire. |
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| 6.4.4 | There
are two types of support order: direct support of a unit in an attack or
defence of a designated location, or flank support where a unit is set up to
protect another from enemy fire or attack from another location or direction. |
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| 6.4.5 | A unit
in support must be given arcs of fire, which may not be within 500m of a
designated attack location for the unit supported if in flank support. Units in direct support may not be given arcs beyond 500m from a
designated attack location for the unit supported. Fire
may be given outside these arcs against an enemy directly
threatening the support unit. |
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| 6.4.6 | While
orders are fairly rigid, units in direct communication, by being within command radius, may have them changed at
any time. Rigid battlefield discipline is necessary to avoid firing on
friendly troops. Failure to have or adhere to orders is an opportunity for
the umpire to assess the possibility of friendly fire and carry it out to a
reasonable, limited extent. |
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| 6.4.7 | Once a
unit has come under effective enemy fire its movement orders can be ignored, except for
reconnaissance units being restricted to approaching no nearer than 200m
from the enemy. Action orders must still be complied with, if of company
size, but independent platoons and sections may always change them to halt.
A unit with a move order must however advance at least half speed in its
next movement phase. |
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| 6.5 | ||||||||||||||||||
| 6.5.1 | Artillery must be under one of five levels of control, each of which has its
own abilities. |
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| 6.5.2 | Under command. Usually mortars of a company’s own
support platoon or HQ, those attached from battalion, or a battalion's support company ordnance under Bn HQ. These may have fire brought down in the next
period, or after 3 periods if converged pattern is used. Fire may be
requested by a battalion FOO or MFC, by any radio-equipped element on the same net,
by any element within 100m and in sight of the fire support unit, or with the
delay of time taken by a runner or vehicle from any other element in the
same command.Soviet on-table artillery (usually but not only self-propelled) can be used in this way, but doctrinally it was mostly used for direct fire on targets observed by the vehicles or guns themselves. In this way they behave like any other on-table element and not as artillery at all. |
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| 6.5.3 | FOO
dedicated. Higher level artillery with FOOs and fire control centres,
using good maps and fire control techniques. Specifically, this means British and American artillery from 1942. These may be called down by a
designated FOO only, to arrive in the next period, or after 3
periods if converged or other special pattern is used. A battalion HQ element can radio or
telephone the FOO for fire with one period’s delay; any other radio-equipped HQ
can do so with two
periods’ delay. Runners and vehicle-borne requests may be sent from HQ
elements only. A FOO can call other batteries of the same regiment or
different regiments with the same delays. |
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| 6.5.4 | FOO
on call. These must have a FOO controlling them and any fire requested
will arrive after a delay of 6 periods. Further delays are as for
FOO dedicated fire. All forces use this method up to 1941, and later too unless otherwise noted. |
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| 6.5.5 | Uncontrolled. This is pre-planned fire from batteries unable to respond
to calls other than defensive fire (DF) or pre-arranged contingency
missions, as they have no FOO on the table. These batteries (more usually,
battalions) will fire on targets to a previously arranged programme using
any pre-arranged pattern and alignment and then on set barrages or
interdictive points for the remainder of the battle. All of this is arranged
before the game. Any force can use this method, but it is doctrine and therefore required for Soviet forces from late 1941. |
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| 6.5.6 | Counter-battery. Artillery dedicated to locating and engaging enemy
artillery only, they will not fire any other missions. Fire falls in the
period next after spotting the target, or after 3 periods if
converged pattern is used. |
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| 6.5.7 | All fire is requested
in phase 5.1.2 and arrives in phase 5.1.4 of the next or subsequent periods,
depending on the delay. |
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| 6.5.8 | FOO on call missions will always be preceded by a number of ranging shots at one per period prior to the mission being fired for effect. This procedure starts in the fifth period after the mission is requested (fourth if Japanese), and can be continued past the time the effective fire is available if corrections have not brought it onto target. |
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| 6.6 | ||||||||||||||||||
| 6.6.1 | A FOO is an individual, usually together with a radio
operator, who is either attached to an infantry command section or vehicle,
becoming part of that element and sharing its fate if a battalion FOO, or
deployed individually with his own transport if an artillery FOO. If he is
deployed individually, he must still be linked to a unit for command
purposes. Due to the bulkiness of long-range radio equipment an artillery
FOO may not leave his vehicle and still control artillery fire unless he
remains touching the vehicle or is in a prepared position such as found in
an attack/defence game. Note: if he is deployed on a contour his vehicle can
be touching and still count as out of sight. |
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| 6.6.2 | A FOO must belong to one specified battery. All other
batteries are subject to additional fire mission delays, even if they are
part of the same battalion (he would still have to get permission for their
use). |
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| 6.6.3 | Exception: a FOO may be given control of additional regimental or
brigade batteries of the same battalion, acting as the FOO for all of them,
provided all are bought as FOO dedicated. There is an additional cost
for the radio link and section 6.6.4 below still applies. |
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| 6.6.4 | A FOO
may request more than one battery to which he is linked at the same time but
their fire must land on the same target point, with any appropriate delay. |
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| 6.6.5 | A FOO
may move and request fire, but must keep the target point in sight the whole
time. Note: acquisition for artillery requests takes place in phase 5.1.2. |
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| 6.7 | ||||||||||||||||||
| 6.7.1 | The
amount and type of programmed fire is dependent on the type of game being
played and the level of control for the battery. |
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| 6.7.2 | In
attack/defence games the attacker will have a number of bounds of
pre-planned fire, in which each battery may be used to bring down fire
anywhere on the battlefield. The defender may bring down defensive fire (see
13.3) on the number of points listed per battery. He may also plot
interdictive fire. |
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| 6.7.3 | In an
encounter game both sides may plot a limited number of pre-planned missions,
which may be interdictive. |
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| 6.7.4 | ||||||||||||||||||
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* But must be based on enemy start points and known intentions, requiring a degree of
intelligence from pre-game reconnaissance.
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| 6.8 | ||||||||||||||||||
| 6.8.1 | An order
or request for artillery fire, or fire mission, must include the following: |
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| 6.8.2 | Target location. This can be a map coordinate, reference to a terrain
feature, an existing and recorded target or variation from the immediately
preceding mission by up to 400m in any direction. |
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| 6.8.3 | Volley type. Either a spotting round (for missions
not on recorded targets, DF, programmed or interdictive, but not necessarily for FOO dedicated or under command artillery) or immediate fire for effect
(FFE) and the type of ammunition. Spotting rounds can be HE, but on a busy
battlefield where other explosions are frequent smoke should be used. FFE
must have the ammunition to be used stated, ABHE (which includes ricochet
fire), GBHE, smoke or WP (rarely: illum or other special rounds). |
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| 6.8.4 | Pattern or "sheaf". By default, an open pattern will be used. Point
targets should be engaged with a converged pattern, more open areas
with a regular pattern. Parallel patterns are quickest for the
guns but require more working out for the wargamer. Extended patterns
may also be worked out to cover larger areas at reduced effect. British doctrine was to use only open sheafs. |
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| 6.8.5 | Direct area fire by artillery in sight of their targets does not require a
fire mission order, but is restricted to non-ABHE ammunition. |
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| 6.8.6 | Rocket launchers will not have a volley type or sheaf instruction, always firing a regular pattern. Their rate of fire is so low that they will also only fire |
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Orders |
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