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7 |
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| On this page 7.1 Command elements 7.2 Command radius 7.3 Loss of command control 7.4 Communication means |
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| 7.1 | |||||||||||||||||||||||||||||||||||||||||||||||||
| 7.1.1 | |||||||||||||||||||||||||||||||||||||||||||||||||
| 7.1.2 | Multi-element commands cost more points (see the page on Points Values). If one such element is destroyed or temporarily disabled, the next available may take over in the following period.
A unit losing its only command element may designate a new one at the end of the second morale phase after its loss. |
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| 7.1.3 | A commander may be transferred to a non-command vehicle, such as leaving a command car and riding in a tank, but will lose control for that period. This is not a cause for a morale check, it just means that no orders can be issued or messages received. Subsequently, the commander will only be able to command directly any elements on the radio net of the vehicle he is in. Other orders must be passed through his HQ with a period's delay. |
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| 7.1.4 | Command elements that have radios in separate vehicles, such as cavalry elements on horses with radio cars carrying the sets, must be co-located and stationary for radio communication to be used. They may, of course, still use messengers and other signals. |
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| 7.1.5 | If a command element is split over two vehicles, such as Jeeps, motor-cycles or VWs, the destruction of one vehicle will affect the command of the unit in different ways. In each case, command control is lost for a period and prompts a morale check. The section becomes a half section, being PD if the passengers of the destroyed vehicle are also lost, D if the passengers survived (the most important personnel will be carried in the remaining vehicle at reduced command effectiveness). Such survivors must first of all be picked up by the surviving vehicle. |
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| 7.2 | |||||||||||||||||||||||||||||||||||||||||||||||||
| 7.2.1 | In order to retain
control and cohesion of units, all elements must remain within the radius
given below, in metres, from the next highest command level depending on the
type of unit and situation. |
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| 7.2.2 | Dispersed gun batteries Artillery batteries may disperse their pieces to the maximum allowed by the command and control rules. These are, however, designed for combat troops and allow for greater distances than are normally used by artillery. A battery spread out to more than the area covered by its fire zone (see 13.11), causes the pattern covered by their fire to become larger but of a lesser FN and increased error (see 13.12). |
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| 7.3 | |||||||||||||||||||||||||||||||||||||||||||||||||
| 7.3.1 | A unit
must be within command control to be given orders or to pass a report up to
its HQ. This applies at the beginning of a game as well as during it. |
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| 7.3.2 | Command
control is lost in the following circumstances: |
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Causes
1-3 are each a reason for taking a morale check with any elements or units
outside the command radius counting as losses. |
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| 7.3.3 | An
element that is outside its command control radius must attempt to move
inside at the first opportunity, unless occupying field defences. |
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| 7.3.4 | A unit
outside command control must attempt to move inside at the first
opportunity, or remain where it is with its orders changed to ‘hold’. |
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| 7.4 | |||||||||||||||||||||||||||||||||||||||||||||||||
| 7.4.1 | Communication within a unit is considered to be immediate provided they are
within command control radius (note that acquisition – handed on by friends
does not apply until the next fire phase). Other communication is either by
radio, telephone, signals or runners. |
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| 7.4.2 | Radio. All radios at
the beginning of the war were bulky and unless in a fixed position required
motor or horse transport to move them: unless integral to a vehicle, they are noted in the army lists by the vehicles
having [R] beside them. The command element must be inside or touching the
vehicle to be in radio contact. Later in the war portable sets were more
widely introduced, but their range was short and battalion HQs or above
still required transported sets. |
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| 7.4.3 | Telephones. Infantry HQs and gun positions occupying defensive positions
are considered to have been there for long enough to be able to lay wire
communications with field telephones linking the command net. These lines
should be indicated on the player’s map and may be broken in the following
circumstances, a score on a D20 equal to or higher than that shown
indicating a break. |
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| 7.4.4 | Line
laying A party from an HQ of company or higher level, or any observer element, may lay line on foot at a speed of 2cm per period. Vehicle laying from a command vehicle makes its speed 10cm per period maximum. |
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| 7.4.41 | Fault
finding must be done on foot at a speed reduction of 2cm but without the
burden of cable. A party will start from an affected HQ the period after an attempt to use a broken line. |
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| 7.4.42 | A line
laying party may carry up to 1.5 km of line per half section, or double this
at half speed. |
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| 7.4.5 | Visual signals. Coloured smoke, signal flares, flags or other signs may be used
to signal pre-arranged actions or normal tactical moves, provided they are visible to the element
being communicated with. The meaning of such signals for non-standard evolutions must be specified
before the game. Semaphore flags, heliograph or signalling telegraphs may
pass messages of a limited nature at slow speed, one simple or a short
segment of a longer, complex message per period. |
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| 7.4.6 | Runners, riders, DRs and other
messengers. Runners move at fast infantry speed; riders at fast cavalry
speed (including cyclists on roads). Vehicles may be used to carry messages between elements at their
normal speed. |
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| 7.4.7 | Reconnaissance units will have more messengers available. Long range recce may add or subtract 1 or 2 when the roll is made to find what is available (some terrain may favour those at either the top or bottom of the list). Close recce may add or subtract 1. |
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| 7.4.8 | Higher HQs will also have a more ready and varied source of messengers. For CHQs +1 or -1 is possible. BnHQs may have up to +2 or -2, higher HQs +3 or -3. These are in addition to the modifiers for recce units. |
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| 7.4.9 | In each case the unmodified die roll may be used, but any required modification(s) must be stated before rolling. For any unit made up of a particular type of troops, such as a bicycle company or cavalry troop, that type of messenger can always be chosen without a die roll. |
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| 7.4.10 | E.g. a Polish platoon of TK-3 light tanks on close recce patrol spots the enemy when advancing along a main road. None is equipped with radio so a messenger must be sent to CHQ. The player can use a -1 modification and decides to do so, as motorcycles would be best on the road. A roll of 4 means that only a field car is available and the player decides to send that rather than wait for a period to try again. Once the message reaches CHQ, another messenger must be sent to its other platoon, which is moving through a wood beyond a footbridge. The player wants to send a man on horseback or a runner so uses his maximum +2 modifier. A roll of 5 gives him a cyclist, who can of course move on foot. |
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Command Control |
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