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



