More on the Special Order subject, in this case about Scout. With the current Special Order, the unit with a Scout order will stop as soon as an enemy enter its field of view. The problem arise if the enemy, after its movement, exit from the radius of the scouting unit because the latter can only report that it saw an enemy but without any possibility to gather more information.
Another problem could be that the enemy is moving towards the scouting unit, make contact and then an unwelcome battle core is generated. But this of course is not the role of a scouting unit.
I also made a small change to the proposal for the Retreat Special Order which has to take in account the Movement Points limit to not give the possibility to move more than allowed.
So here's the proposal to improve these points in the Special Orders chapter, as always I put the old version and the new proposed adding also the stuff about retreat and sound to the guns, just to have the big picture:
Old VersionSpecial Orders
The CiC can assign to each unit three Special Orders:
- Scout: the unit with this order stops its movement as soon as an enemy unit enters its field of view
- Sound of guns: the unit stops its movement as soon as it enters (or if it’s already into) within the range of a battle
- Retreat: the unit stops his movement as soon as it sees an enemy in front and uses its remaining movements to move back towards its starting position (but not further back).
New VersionSpecial Orders
The CiC can assign to each unit four Special Orders:
- Scout (can be assigned only to cavalry and infantry divisions): the division with this order stops its movement as soon as an enemy unit enters its field of view
and automatically try to keep at least 2 hexes*of distance from any enemy, according to its Movement Points limit.
(*2 hexes seems a good compromise to have the possibility that an enemy would not go out of range of the scouting unit if he still have some movement points, and not be to close in the case in the next turn the enemy has a better Initiative and can immediately make contact with the scouting unit)- Sound of guns: the unit
uses all of its remaining Movement Points to march the closer possible to a battle as soon as it enters (or if it’s already into) within the range of a battle
-
Retreat (it has also to be assigned a Retreat Point towards a town): if an enemy unit enter your unit's visibility radius, both because your unit is moving towards the enemy or viceversa, your unit stops his movement, if was moving, and starts a retreat towards the Retreat Point you set. Infantry divisions can move 1 hex back while cavalry divisions and Corps can move 2 hexes back, according to the Movement Points left. A d6 dice roll will determine if the retreat happens or not (1-2: no retreat; 3-6: retreat happens) -
Cautious movement: issuing this order prevent the unit to move through any other friendly unit. This is useful if you want to keep a unit in front of all the others (for example a cavalry unit for scouting or a Corps instead of a division if you are going to contact an enemy) or simply don't want to mix and create disorder to an ally by putting your units into his columnsThe Scout Special Order written in this way will prevent in many case the possibility of an unwanted battle but there are still some possibilities that this happens, if, for example, a second enemy unit cut out the scouting unit from a secondary road while the latter was moving forward to keep contact with a retreating enemy. But these are the uncertainties of the war
I propose to limit the Scout Special order to cavalry and infantry divisions only, because this sort of fast reorganization to move back or forward could be easily performed only by small units. For the Corps, the Retreat Special Order should be the only way to perform a retreat movement if in danger because of the bigger organization issues that can arise.
And now, as anticipated, the clarification about reattachments and detachments:
Old VersionMarching Orders
The three CiCs fill out the Marching Order for their Corps and detached divisions; the order in which they will be written will be the exact order in which they will be executed. It must also noted if a unit has a Special Order for that turn and the detachment or reattachment of a division. To be reattached, a division must move on the exact spot of his assigned Corps. If, for every reason, this not happens, the division it will be considered still detached.
New VersionMarching Orders
The three CiCs fill out the Marching Order for their Corps and detached divisions; the order in which they will be written will be the exact order in which they will be executed. It must also noted if a unit has a Special Order for that turn and the detachment or reattachment of a division.
To be reattached, a division must move on the exact spot of his assigned Corps. If, for every reason, this not happens, the division will be considered still detached.
The Corps that has received a detachment, lose the ability to move for that turn.
To detach a division, it will be checked if that division still has Movement Points and if it's able to reach a valid spot (empty hex). In the case the detachment is ordered at the end of a move, the division will be placed behind the parent Corps, if there's a valid spot to occupy, also if the detached unit still has some Movement Points to use.
If the conditions to reattach or detach divisions are not met, then the order will not be completed.If someone has ideas on how to integrate or change this, just write here