C-in-C - Each side has a General in overall command. The C-in-C should have a body-guard. This will usually be a Cavalry unit, but it may be an Elite Infantry Unit. If the C-in-C is killed one of his subordinate generals will be promoted to take his place. Depending on where the general being promoted is, it may take more than 1 turn to assume command of the army.
Brigade Commanders - Each Brigade will be commanded by a General. If a brigade general is lost (through death, capture or rout out of the battle) a new one will be promoted from the senior unit in the Brigade. This will take one turn.
AIDEs - Each General except the C-in-C has one Aide. The C-in-C has three Aides. If an Aide gets killed another may be created from any cavalry unit (no casualty accrues to the cavalry unit). An Aide may carry messages from one general to another or may carry orders to a unit.
The infantry units on a side will be organized in Brigades of from 5 to 10 units. Cavalry brigades may be from 3 to 5 cavalry and horse artillery units. Infantry Brigades may contain a mixture of Artillery, Cavalry and Infantry. Each Brigade will be commanded by its' own General.
At the Start of the Game the C-in-C will issue orders to all the Brigades under his command. These will consist of three things: an objective (Town, forest, hill, ridge line, etc.), what to do when you get there or while you are there (capture, guard, deploy, etc.) and how fast to go there.
The C-in-C may change these orders at any time. He will do this by talking directly to the Brigade Commander (General counters together), or by sending an Aide with the new orders. The new orders will take effect the turn after they are received. All units in the Brigade within command range of the general will obey these orders. Other units must be commanded by moving the General within command range or prompted by an Aide.
The Brigade commander may change part of his orders if local circumstances warrant it.
Within a Brigade, all units will attempt to follow the Brigade orders unless the Brigade Commander orders them otherwise. Morale may prohibit them from following orders. To change a units' orders the Brigade Commander must be within command range of the unit or send an Aide with new orders. A General involved in a melee or trapped in a square being attacked by cavalry may not change any unit orders.
If the C-in-C wishes to issue orders directly to a unit (Regiment/ Battalion/Battery) he must either attach himself to the unit or send an Aide with the orders.
Orders may not be made dependent upon enemy actions with four exceptions:
Charge if Charged. . . . If the unit attempting to charge
this unit is not within charge distance then the CIC is not triggered. Disordered troops under a
retreat reaction will not trigger a CIC. A CIC can not be triggered by contacting the unit outside
of the 90 degree arc in front of the CICing unit. If the CICing unit is contacted outside of this arc
before a potential CIC target can reach the unit then the CIC is cancelled.
Once a CIC is triggered it is treated like a normal charge. If the charging unit runs away, the
CICing unit may try to contact other enemy units in the breakthrough phase. The CICing unit may
elect to stop ordered after moving a full normal move (treat it as if the charging unit could not
have reached their target).
Both units check morale for their charges, simultaneously. Thus both could run away,
etc.
Fall Back if Charged. . . . A unit contacted by an enemy unit during its FBIC movement is considered . . .
A unit that executes a FBIC without being contacted during its movement is ordered and in the same formation it started the turn in. A FBICing unit that is contacted during its movement is disordered and must spend a full turn reforming.
For the gunners to be able to do this the following conditions must exist:
1) There must be a friendly Square close enough to retire to. It must be no more than 5 cm away from the battery. It must be beside or behind the gun battery.
2) The charging cavalry must be more than a half charge move away. If they are closer than a half move there will not be time for the gunners to get away after they have fired their guns.
3) They must make a morale check:
a) To fire their guns at full effect they must make a morale check against charging cavalry.
b) If they do not make the morale check against charging cavalry but make their current morale, they will fire their guns at half effect.
Neither of the morale checks a) or b) has any effect on the units current morale.
c) If the unit does not make either morale check in a) or b) above, then it does not fire its' guns, and it suffers the full effect of the morale roll.
If two or more contradictory moves are written for a unit it will not execute any of them. It will stand in place. It will not move or change formation (unless it is forced to by other circumstances) but it may fire.
Two methods of communication may be used.
You may use the Aide counters to move messages between Generals on a side. They move at the rate of march column light cavalry.
Alternately you may declare a one turn delay for passing messages between adjacent players and a two turn delay between non-adjacent players. If the nonadjacent players are separated by enemy troops, you will have to pass messages using aide counters.
In either case the messages should be written down.