Battle of Winceby Rules:
Commands

by Rob Markham

Attack Command: All combat units in command using the Attack Command must move at least half their movement allowance rounded up and must end their movement closer to enemy units than they began (meaning at least one hex closer or be adjacent to an enemy combat unit). Combat units with an Attack Command receive a +1 die roll modifier in Melee Combat. Combat units adjacent to enemy combat units must perform combat, either fire and/or melee.

Advance Command: All combat units in command using the Advance Command may move up to their full movement allowance during the Movement Phase. They must end the turn at least one hex closer, or be adjacent to an enemy combat unit (i.e. they must move at least one hex, unless they are already in an enemy ZOC). Combat units receive no Melee Combat die roll modifiers for having an Advance Command.

Stand Command: All combat units in command using the Stand Command may move no more than one hex during the Movement Phase. Combat units receive a +1 die roll modifier during Melee Combat, if defending.

Retreat Command: All combat units in command, using the Retreat Command may move up to their full movement allowance during the Movement Phase. They must end the Movement Phase at least one hex further away from enemy combat units than they started. They receive no Melee Combat die roll modifiers.

Reserve Command: All combat units in command using the Reserve Command may move up to their full movement allowance during the Movement Phase. They may never enter a hex that is closer to an enemy unit than five hexes away. To determine the five-hex range, count the enemy occupied hex, and then a further four hexes. Reserve combat units that begin a turn closer than five hexes to an enemy unit may either not move or must move so that at the end of the Movement phase they are five or more hexes away from the closest enemy combat unit. Reserve combat units receive no Melee Combat die roll modifiers.

Muster Command: During the Command Phase of any turn in which at least two combat units of a leader's force are either routed or destroyed, the command of the leader may be changed to Muster with no command die rolls. Combat units with a Muster Command may move up to their full movement allowance during the Movement Phase. They may never enter a hex that is closer to an enemy combat unit than five hexes away. Muster units that begin a turn closer than five hexes to an enemy unit must move so that they are five hexes away at the end of the turn. Leaders with a Muster Command have their Command Span increased by one hex. Muster combat units receive no Melee Combat die roll modifiers.

Charge Command: Only cavalry may use the charge command. The Charge command adds two movement points to the cavalry units with such a command, increases morale by one, adds a +2 die roll modifier in Melee Combat, and doubles its combat strength during melee. A cavalry unit with a Charge Command must move at least half their movement allowance (any fractions rounded up) and must end their movement closer to enemy units than they began. In-command units with a Charge Command that begin a turn in an enemy ZOC may not move; they must attack. Units with a Charge Command adjacent to an enemy combat unit must perform Melee Combat. Fire combat is optional. Cavalry units may not enter the map as reinforcements with a Charge Command. Non-cavalry units under command of a leader with a Charge Command are considered to have an Attack Command, except that their morale is increased by two.

Cavalry Second Combat Option: When attacking cavalry advances into a hex vacated as the result of combat, the cavalry may advance two further hexes (within the restrictions of ZOCs), change facing, and conduct another attack. This second attack occurs after all melee combat has been conducted.

Changing to a Charge Command During Movement: During an enemy movement phase, the non-phasing player may attempt to change the command of a leader who commands cavalry and has cavalry three or fewer movement points away from at least one enemy cavalry unit that is moving. Whenever an enemy cavalry unit moves within three movement points of a friendly cavalry unit, the non-phasing player may check his leader for a command change (see V.B.). If successful, a Charge Command is given to the leader, and any cavalry unit may now charge the enemy unit that triggered the command change. [Note: Enemy units and their ZOCs may make the triggering unit impossible to reach. In such a case, the charging unit may end its charge in the ZOC of an enemy unit that did not trigger the charge. This is the one exception to the rule above.] Friendly units with a Charge Command already may always charge an enemy cavalry unit that moves within three hexes of it. This must be done immediately upon the enemy unit entering the three hex range. The phasing player's movement is halted until a command change has been checked and (if it is successful) the movement of charging non-phasing cavalry has concluded. The phasing player then continues his move. Each leader checks for a command change each time a different enemy phasing cavalry unit moves within three or fewer hexes of a friendly cavalry unit.

Charge Command Turn Limits: Units with a Charge Command may only charge for three consecutive turns. At the end of the three turns, the command becomes Muster. Units may change from a Charge Command before the end of the three turns, but it may only be to Muster. Other than that one exception, the following procedure is used: When using the Charge Command, the command chit is placed in the Charge 1 box; during the next turn's Command Phase, the command chit is placed in the Charge 2 box; the following turn, it is placed in the Charge 3 box. When the next turn's Command Phase comes, the command chit is placed in the Muster box. Once in Muster, the Muster Command may be changed on the following turn using the normal command changing procedures. Noncavalry units under a leader, whose command has changed from Charge to Muster, also Muster.

Dragoons and Command: Dragoons, unlike other units, have two different formations- mounted and dismounted. When mounted, dragoons function as cavalry. When dismounted, they function as infantry units. Dragoons may mount or dismount on any turn in which the Command chit for its leader is Stand, following the turn in which those units enter the map. Dragoons enter the map mounted. When changing formation, they may still move the one hex that the Stand command allows.

Command: A combat unit under Kilpont has to trace command to Montrose, the overall leader. Montrose has an Advance Command Chit, whereas Kilpont has an Attack Command Chit. The combat unit would use Montrose's Advance Command Chit, because that is the leader that the combat unit traced command to.


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