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General Ambrose E. Burnside and Staff - Warrenton, VA, November 1862 The Command system in WBtS consists of 3 elements. Leaders, Army HQs, and Corps HQs. Leaders are ranked by stars. The number of stars indicates their heirarchy. Leaders with more stars are more senior in rank.
Units can move without a Leader telling them to do so, if you expend one of your initiative points you received from the initiative chit pull at the beginning of the turn. But units can never attack without a Leader telling them to do so (units always defend though, with or without a Leader around). Units cannot do an "attack from march" without being commanded by a Leader.
Leaders in command of an Army HQ can extend command to other Leaders and units, besides being able to command the units on the roster of the Army HQ he is in command of. Army HQ Leaders can command any Leaders that are in the same hex or adjacent. Exception - Army HQ Leaders cannot extend command to other Army HQ Leaders, unless the commanding Army HQ Leader has more stars (seniority) than the other Army HQ Leader. Corps. HQ Leaders cannot extend command to any other Leaders, not even to HQ'less Leaders. Army HQ Leaders, however, can extend command to Corps. HQ Leaders and HQ'less Leaders. The range of a Leader's Command Span can be one of two different ranges: If not in command of a HQ, the range is 0 (the Command Span only extends to combat units in the same hex), and a Leader that is not in command of a HQ cannot extend intiative to other Leaders. If in command of a HQ, the range is 1 (adjacent hexes). The Civil War was before the Age of Radio, so communication was difficult. A Leader must be stacked with the HQ he controls in order to be "in command" of that HQ. If for some reason you move the Leader away from the hex of the HQ he is in command of, then he loses his "command" of that HQ, and cannot resume command of the HQ until the Strategic Turn.
HQs represent the staff of a HQ, and any combat units on its manifest. Players decide what units to put into which HQ's manifest. Combat units that are on a HQ manifest are placed off map on a HQ display chart. The HQ counter on the map then represents the HQ and the combat units. You could theoretically keep the combat units on the map, underneath the HQ counter, but that would cause huge unweildly stacks that would inevitably tip over. As a player, you always want to assign Leaders to these HQ. A HQ without a Leader is more costly, in terms of initiative, to move, and Leaderless HQs cannot get their combat units to attack.
Typical assignments of Leaders are: 5 star Leaders in command of an Army HQ can issue commands all other Leaders, up to the Leader's command span. 3 and 4 star Leaders in command of an Army HQ, can issue commands to Leaders of Corps HQ. and HQ'less Leaders, up to the Leader's command span. If a 3 star Leader is put in command of an Army HQ, his command span and combat ratings are reduced by 1. A Leader must be stacked with the HQ he is in command of, otherwise he loses command of the HQ. Leaders in command of a Corps HQ. cannot command any other Leaders, regardless of rank. [10.16] A Leader's command span does not extend across an unbridged (or ferry-less) river, tidal estuary, or mountain hexside.
Combat units that are not assigned to any HQ are available to any Leader that can command them. Combat units directly commanded in this way can move and attack, and can receive the Combat Rating of its commanding Leader in attacks. Typically an Army HQ is controlled by a high ranking Leader, who in turn commands one or more Leaders who are each in command of a Corps HQ. - and this is an "army". Army HQ can have one or two combat units assigned directly to it on the roster. But don't be confused by this. An Army HQ and the units on its manifest are usually not the "entire army" - although it could be. An Army usually consists of an Army HQ and one or more Corps HQ which have divisions and/or brigades. An Army HQ is not *required* have units on its own manifest. Corps are (usually) "part of" an Army, not separate from it. But in the game you can freely switch Corps around to different Army HQ, or walk the Leader and its Corps HQ (and the units they have) away from the Army HQ. to be on its own or to go towards another Army HQ to become part of that "army". Leaders that are not in command of a HQ can command combat units directly, but the units must be stacked with the Leader. HQ'less Leaders can command a number of combat units up to his Command Span. Infantry and cavalry units can be commanded. HQ'less Leaders cannot command other Leaders at all, regardless of rank. HQs without a Leader can still operate, but the player needs to spend an initiative from the chit pull to give it a direct movement command. Units on the manifest of a Leaderless HQ can never attack, they can't even do an "attack from march". A player could decide to release the units from the HQ manifest, and put the combat units directly on the map, where a Leader could then give it movement and attack orders.
An Army Leader, who gets initiative to attack, may instead pass on the initiative to attack to subordinate Corps HQ Leaders, and HQ'less Leaders who are commanding combat units directly. But, these subordinate commanders can only involve the combat units they personally can command. For example, a corps commander cannot have units in a Army roster involved in an attack they are leading. Note that multiple attacks on the same hex, or defenders, can occur in a turn. You could have a Corps attack a defender, then after you are done resolving the combat, if you roll successfully for initiative for another Corps Leader, he can then attack the same defender. If the Army Leader fails his combat initiative roll, then other Leaders may attempt to roll for attack initiative on their own. Defending commanders are always automatically activated.
Cavalry Corps HQs are identified by the '4' MP allowance. Cavalry Leaders can command infantry Corps HQ or Army HQ the same as other Leaders. If a non-cavalry Leader is put in command of a cavalry Corps HQ, that Leader has his initiative, command span, and combat ratings all reduced by 1. Cavalry Leaders can command cavalry Corps HQs at no reduction in abilities. Cavalry units are rather independent minded, and will not accept command from Army (infantry) Corps Leaders., but will accept commands from Army Leaders, cavalry Corps Leaders, and HQ'less Leaders. Cavalry combat units can only be assigned to cavalry Corps and Army HQs. They cannot be assigned to regular Army Corps HQs. Infantry combat units cannot be assigned to a cavalry Corps.
If enemy combat units enter the hex a Lonely Leader is in, the Leader is captured. Enemy Lonely Leaders in the same hex ignore each other.
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| War Between the States is Trademark of Decision Games, Bakersfield, CA. USA |