From: "Brandon Einhorn" Subject: Re: Variants - A Famous Victory - Moments in History Artillery Artillery fire must be pre-designated before resolving the fire. All reduced results are applied before any unit routs. Movement There is no longer any cost to change facing. Shock Combat If an enemy unit that is two hexes away (one empty intervening hex) moves backward one hex so as to preclude shock combat, the friendly line may shock attack by covering two hexes, instead of the normal one. This is to prevent unrealistic delaying by a weak line. Disruption Checks due to retreat Units that undergo disruption rolls because of retreat (or line replacement) but NOT fire combat, and suffer another disruption, always rout, they never get reduced markers. Command The LIM system is prone to randomness, double moves, and except for player excitement is unrealistic. 1) An I go-You go system is used instead of the LIM system. 2) Each line commander must be assigned to cavalry or infantry at the beginning of the game, and they may not control forces of the other type. A commander may command different units/lines each turn, but his orders will stay the same. [ *Too Much Trouble * ] 2) All units must be assigned to line commanders at the beginning of the game. These units may not be commanded by other line commanders. Exception: up to two units may be detached from each line and assigned to another line at any time during the game. A line may never have more than 4 extra units attached, or 2 original units detached. [ ** Too restrictive - Don't use ** ] 3) A unit may only be rallied or reorganized by its own commander, never by another line commander. 4) Units require orders to do anything. There are 4 types of orders: move, attack, defend, reserve. Their content must be written down. For a wing commander to issue an order, the line commander must be within his command range , and if required by the scenario, in the command range of the overall commander. The sum of the initiative rating of the wing commander and the line commander is the command rating. If there is an overall commander above the wing commander, the greater initiative of the two high level commanders is used. To receive an order a 10 sided die is rolled. If its less than or equal to the combined initiative number, the order has been accepted. Otherwise the order is delayed, and must be rolled each following next turn, until accepted or another order is accepted or the leader is successful in obtaining initiative. Orders may be written so as to occur at some future time or trigger. Two turns prior to the commencement time/condition the commander may begin rolling for acceptance. Modifiers a) If a leader is in reserve 2 is subtracted from the acceptance die roll. b) If the leader currently has attack or move commands, 1 is added to the die roll. c) If the issuing wing commander is stacked with the line commander 2 is subtracted from the die roll. d) If an attack order is given, 1 is added to the die roll. All modifiers are cumulative. An acceptance die roll of 0 or 1 is always successful. An acceptance die roll of 8 or 9 is always a failure. A leader may try to obtain initiative by rolling his command number or less. There is no penalty for failure. Initiative can not be used to obtain an order that is delayed. Initiative orders must be different from the current delayed order. Similarly, an identical order may not be resent in the hopes of getting faster compliance. A) attack order - (may be given in conjunction with a move order) Specifies an axis of advance and rough geographical boundaries and an objective hex. The objective hex can be not be more than 6 hexes behind enemy lines. When the objective hex is taken and occupied by a leader, the formation accepts defensive orders. This is the only way hexes that are not friendly controled may be occupied. R) reserve order - all units of that line must be at least 4 hexes from an enemy combat unit, and not have orders. If attacked, they may defend themselves similar to a defense order. M) move order - a destination hex must be specified. Units must move as fast as they can to this area. Once the area is reached they will defend it, but don't have to be issued defend orders. D) defense order - (may be combined with a move order) A geographical territory with boundaries must be selected. These units may only attack approaching attacking units or counter attack to retake their defensive objective. Units defending a position that is 4 hexes or greater from any enemy unit get a -1 acceptance modifier. brandon@global-tech.com