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Tactical Command Order Guide

1) This document summarizes various order types in Chain of Command including Advance, Assault, Fire, Move, Rally, Sniper, Support, and Opportunity Fire. 2) It provides details on unit movement and actions allowed such as which units can enter/exit melee, movement distances, firing, and hit/rally checks. 3) Game terms are defined like initiative costs to activate units in different command states and rules for accompanying units and returning/opportunity fire.

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John O'Kane
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0% found this document useful (0 votes)
105 views1 page

Tactical Command Order Guide

1) This document summarizes various order types in Chain of Command including Advance, Assault, Fire, Move, Rally, Sniper, Support, and Opportunity Fire. 2) It provides details on unit movement and actions allowed such as which units can enter/exit melee, movement distances, firing, and hit/rally checks. 3) Game terms are defined like initiative costs to activate units in different command states and rules for accompanying units and returning/opportunity fire.

Uploaded by

John O'Kane
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Summary of Orders

ALL [3o]
Costs 2 Initiative to activate any unit that is Out of Command; 1 if under Tactical Command; 0 if under Mission Command [30.1].
Flip activated units to their reverse (white stripe) side. Flip them back (“unactivate” them) after each has performed its activities.
A turn ends at the conclusion of any order in which no cubes remain on the Order Matrix [21.12].

A dva nc e [ 3 1]
Infantry are the only unit type that may enter/exit melee during an Advance order.
Activated units may move a maximum of 1 hex. Guns/vehicles can pivot once (before, after or instead of advancing). MPs are ignored. Friendly
Command may accompany advancing units. Units with a hit marker attached containing a circled M can’t advance or pivot.

Ass a u l t [3 2] – O p Fi re i s a l l o w e d (s e e b o t to m o f p a g e)
Vehicles are the only unit type that may enter/exit melee during an Assault order.
Activated units have their printed Speed halved. Activated units spend MPs as if for a Move order. Each activated unit may fire once by spend-
ing 1 MP, suffering –1D (unless in melee). Friendly Command may accompany assaulting units.

Ass e t [33]
Play up to one Asset order from your hand.

Fire [3 4]
Units with a hit marker attached containing a circled F can’t fire. Units with a hit marker attached containing a circled M can’t pivot.

DIRECT: Activated units may each make one fire attack outside their own hex. See the Player Aid for detailed procedure.
M e l e e : Activated units may each make one fire attack at a unit in their own hex. See the Melee Tables for detailed procedure.
Return Fire [34.3]
Inactive player only: Up to one unspent unit may Return Fire at an activated unit that just completed its Fire order. Lose 2 Initiative to
Return Fire with a unit that is Out of Command; lose 1 Initiative to Return Fire with a unit under Tactical Command; units under Mission
Command Return Fire for free. If either attack die is less than or equal to the Return Firing unit’s ROF, place a Spent marker on it. Remove
all Spent markers at the end of the order.

Move [3 5 ] – O p Fi re i s a l l o w e d (s e e b o t to m o f p a g e)
Guns are the only unit type that may enter/exit melee during a Move order.
Activated units move from hex to hex, expending MPs as they go. Friendly Command may accompany moving units. Units with a hit marker
attached containing a circled M can’t expend MPs.

R a lly [36]
Attempt to remove hit markers from activated units. Rolls greater than or equal to a hit marker’s rally number are successful. A failed attempt
with a red-colored rally number eliminates the unit, otherwise a fail has no effect.
Start with 2d10: –2D if rallying unit is in melee; +1D if stacked with a friendly Command; +1D if rallying unit has Cover of 1 or more.

Sniper [37]
Flip the Sniper marker so that your side is face up. Then perform any one order that lies below your side’s Sniper order.

Support [38]
Draw X asset cards (as indicated on the Order Matrix).

Op p or t uni t y (Op) F ir e [35.6]


Inactive player only: Any number of unspent units may Op Fire – one at a time – at an activated unit(s) that just expended any number of MPs
during a Move or Assault order. Lose 2 Initiative to Op Fire with a unit that is Out of Command; lose 1 Initiative to Op Fire with a unit under
Tactical Command; units under Mission Command Op Fire for free. If either attack die is less than or equal to the Op Firing unit’s ROF, place
a Spent marker on it. Remove all Spent markers at the end of the order.

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