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. Sending an order to "Join me" will cause the receiving officer to move to the senders location.

    Messages are sent at the beginning of the current turn. This caused a bit of confusion in the first game. If the turn received by the players was the 8:00 AM turn the messages they write will go out on the next or 8:20 AM turn and should have that time on them when sent to the moderator. Couriers will cover 36 hexes in one 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 placed in the file for the turn of arrival. It is possible for a courier to be killed and the sender not become aware of it. Players can send the same message by more than one courier up to their message limit. The moderator will reply to messages sent to non player officers with at least an acknowledgement of receipt. This is also subject to the delay in arrival. Messages to players are sent at the end of the turn of arrival, the exception being In Person Verbal Messages which are forwarded immediately by the moderator.

    When an Order is delivered to a non-player officer, I roll dice again. That is to see if the order is implemented ( in other words if the Non player commander you sent it to orders that your instructions be carried out). The Order will be implemented except on a roll of 2 or 3. On a 2 the order is ignored, on a 3 it is sent back for verification. Sometimes there is a delay in carrying out an order of a turn or two.

    Once the order is implemented I roll dice again to see if it is executed. A unit and/or leader can Panic, Blunder, or Waiver. I have defined them for myself as follows:
Panic, means retreat a hex if ordered to stand or advance
Blunder will cause an officer to do exactly that. I will select several possible blunders, and select one using a die roll. If ordered to move he may go the wrong way, if ordered to attack he may retreat.
Waiver means the officer hesitates and will only use half his MP following the order.

    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 one 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 non-player 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. IPVO's also have a +2 modifier on the Execution and Implementation rolls. If there is a large number of messages exchanged between officers their MP for the next turn may be reduced at the moderators discretion.

    Finally I have no objection to an officer sending me orders like those below with IPVM's for each location.
McCown will move to hex 41,44-43 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 he may not complete the entire trip if it is long and all messages may 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 in one turn.