Wargame Mechanics Index

Command, then Volley & Bayonet

To-hit numbers come from the division's current order card, so fighting well requires committing to rigid orders that cost manoeuvrability.

A command add-on for Volley & Bayonet in which nothing happens until orders arrive. Army commanders give corps orders (Attack, Move, Defend, Reserve) by a d10 roll against combined ratings, corps then issue divisional orders, and each divisional order card sets the units' d10 to-hit numbers.

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Mechanics 5 · 1 distinctive

Command & Control

2cmd
Change of order numberCommand friction & delay

Changing orders needs a d10 roll at or under the two commanders' combined ratings; failures improve the odds next turn.

How it works

Target = sum of both commanders' ratings (1 poor to 4 excellent), -1 per 10" between them, plus a modifier by the current order (e.g. Reserve +2, Assault -2, Maneuver -1, Hold Ground +1). On failure a marker adds +2 next turn, rising by 2 each consecutive turn; no new order can be sent until the first is adopted. In play this gives about a two-turn lag.

To successfully change an order the player must roll on a D10, less than or equal to the sum of the two commanders' ratings
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2cmd
Corps and divisional ordersOrders states

Corps orders permit specific divisional orders, each constraining movement.

How it works

Attack allows Assault, Engage or Bombard (leader may only move straight ahead in a direction fixed on receipt). Move allows Maneuver (free direction) or March (road movement at triple speed, always in command). Defend allows Hold Ground or Withdraw/Counter Attack; Reserve allows Stand or Reform (90-degree arc away from enemy, may recover disorder without a superior general).

Army commanders can order corps commanders to Attack, Move, Defend, or Reserve.
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1cmd

Units must try to stay within 6" of their divisional leader.

How it works

Under every divisional order the units must attempt to stay within 6"; units on roads under March orders always count as in command.

The units under his control must attempt to stay within command range (6").
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Ranged Combat

3fire
Order-card To Hit numbersTarget-number to-hit

Each divisional order card lists d10 to-hit numbers for fire, melee, pursuit, ball and canister.

How it works

Columns F (infantry fire), M (melee), P (cavalry vs disordered), B (artillery long range) and C (artillery short range); artillery fires with two dice. A second row applies to units in a 'Stationary' stance, adopted when they did not pivot, move or fight that turn and lost once they move.

the "to Hit" number is dependent on the orders under which a unit is operating and the "To Hit" roll is done with a tensided die instead of a six sided die.
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Turn Structure & Sequence

1turn

Each turn opens with a command phase in which orders pass down the chain.

How it works

During the command phase orders go from army to corps commanders and from corps to division commanders; units can do nothing until they receive orders.

At the beginning of every turn, during the command phase, a player may issue orders from army commanders to corps commanders and from corps commanders to division commanders.
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