Mark Fisher’s Improved
Mission Order Rules
Introduction
During game play a
number of gamey/odd situations were discovered that can happen to armies on the
Advance or
Players will notice
that these proposed rules do not cause fundamental changes to the way the game
plays. Rather, the proposed rules are meant to implement the intention of the
existing rules. (Rules in
Microsoft Word format)
7.15 TYPES OF
A. Advance:
An Infantry Combat Class unit whose primary formation is on the Advance
MO is restricted to moving through certain hexsides. All other types of units may move freely
through any hexside.
Designer’s
note: Infantry combat class units
represent the front line units that do most of the fighting and dying. Artillery, cavalry, engineers and other
supporting arms may move freely, but command, supply and other considerations
will constrain their movement.
The Mission Requirements Diagram designates
certain hexsides as “advance hexsides”. An enemy unit is in a friendly
unit’s “axis of advance” if the enemy unit occupies a hex that
the friendly unit could move to while moving only through advance hexsides.
NOTE: Enemy units that are separated from a
friendly unit by impassible terrain will not be in that friendly unit’s
axis of advance because the friendly unit could not theoretically move to the
enemy unit’s hex.
If possible, during a player’s March or
Counter-March segment, each friendly Infantry Combat Class unit must designate
as its target either the closest revealed enemy Infantry Combat Class unit or
the closest other enemy unit. When
designating a target unit, a player must ignore enemy units outside of
the friendly unit’s axis of advance.
When designating a target unit, a player may ignore any enemy units
more than 6 hexes away; any concealed enemy units more than 3 hexes away; any
revealed enemy units that are not Infantry Combat Class units; and/or any enemy
units stacked with or surrounded by fortress units.
Designer’s
note: The target unit is meant to
represent the most immediate threat to the friendly unit along its axis of
advance. The player has discretion,
however, to ignore a known infantry presence more than two-day’s march
away, a suspected enemy presence more than one day’s march away or
unaccompanied supporting and logistical units. The player may also bypass fortress
complexes.
If a target unit is designated, the friendly
unit may not increase the distance between the target and itself during any
part of its March or Counter-March segment and, if possible, must decrease that
distance. When calculating the
distance to an enemy unit, the distance should be measured around (not over or
through) any impassible terrain.
If no target is designated, the friendly unit
may freely move through any combination of advance hexsides, but may only move
through non-advance hexsides if it moves adjacent to an enemy unit outside of
its axis of advance during that impulse.
Designer’s
note: The limited ability to move
through non-advance hexsides is meant to allow a unit to respond to local
threats to the rear when no immediate targets lie within its axis of advance.
If an Infantry Combat Class unit whose
primary formation is on the Advance MO enters, or starts in, an enemy ZOC, it
must stop its movement in the hex (exception: Overrun – see 8.32) and
immediately place a Combat Marker before expending any other MPs.
No friendly units whose primary formation is
on the Advance MO may expend MPs to recover morale levels or enter Replacement
Mode.
EXCEPTION: Units of Shattered Primary Formations
may move freely through any hexside and may expend MPs to recover morale levels
or enter Replacement Mode. (See
12.23)
B.
Retire: Units whose primary formation is on the
Retire MO are restricted to moving through certain hexsides. The Mission Requirements Diagram
designates certain hexsides as “retire hexsides”.
A friendly unit may not decrease the distance
between the closest enemy unit and itself during any part of its March or
Counter-March segment and, if possible, must increase that distance. When calculating the distance to an
enemy unit, the distance should be measured around (not over or through) any
impassible terrain.
A friendly unit may freely move through any
combination of retire hexsides, but may only move through non-retire hexside if
it begins the impulse adjacent to an enemy unit and ends the impulse at least
one hex away from all enemy units.
Designer’s
note: The limited ability to move
through non-retire hexsides is meant to allow a unit the ability to retire
around enemy units.
No friendly units whose primary formation is
on the Retire MO may expend MPs to recover morale levels or enter Replacement
Mode.
If a unit fails a MC as a result of Force
Marching, any SPs lost are counted as Prisoner Points by the opposing
player. (See 12.52)
EXCEPTION: Main Depots, army supply units, corps
trains and Army HQ units may move freely through any hexside.
EXCEPTION: Units of Shattered Primary Formations
may expend MPs to recover morale levels or enter Replacement Mode. (See 12.23)
Mark’s abridged Question and Answer:
Q. The new rules
state “If possible,
…, each friendly Infantry Combat Class unit must designate as its target
either the closest revealed enemy Infantry Combat Class unit or the closest
other enemy unit.”
What if there's a
revealed enemy infantry unit four hexes away, but a concealed enemy unit two
hexes away? Which is the "closest"?
A. The idea is that
the player may select either as the target.
---
Q1. Why is Advance limited to infantry units, but
Retire to all units? Is that exception needed? Why not apply the same rule to
both?
A1. The advance rules were written to eliminate
the following anomaly: imagine two friendly units in a single division are in a
hexrow on hexes 4 and 5. In that same hexrow, enemy units occupy hexes 1 and 8.
Each of the friendly units is three hexes away from an enemy unit, but will
have to advance in opposite directions, which will lead to the division being
out of command control. I don't think the same problem arises under the retire
rules. But, for the sake of ease of play, I think you are right that both
retire and advance orders should be limited to infantry units.
Q2. “Each of
the friendly units is three hexes away from an enemy unit, but will have to
advance in opposite directions, which will lead to the division being out of
command control.”
If that's the main
reason for the rules, perhaps you might consider shifting the focus from the
infantry units to the HQ. Make the HQ "close the distance" when on
Advance, but make units staying in command control a higher requirement than
just moving forward.
A2. The focus on
infantry units was not just because a multi-unit corps-sized formation could be
pulled apart by the MO Requirements. The thinking was more that the infantry
units represent the real mass of the formation. The artillery and cavalry are
essentially support arms and should have freedom to move in support of the
infantry units. Not to mention that it seems a little odd potentially to
require an artillery unit to charge at the enemy. (My guess is that this is
similar to the reasoning that initially led to supply units and Army HQs being
exempted from MO requirements.)