DRAFT PLAY TEST VERSION 4.1 INTRODUCTION TO MISSION COMMAND REFERENCE

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1 DRAFT PLAY TEST VERSION 4.1 MISSION COMMAND WARGAME RULES FOR WORLD WAR TWO TACTICAL / OPERATIONAL LEVEL ACTIONS BOOK 1 REFERENCE INTRODUCTION TO MISSION COMMAND REFERENCE How to use this book This book is version 4.1 of the definitive rules set for Mission Command, Surprised Stare Games' WW2 recreational war game for use with miniatures. We have written this book for use as a reference point by umpires and players alongside scenarios, national army characteristic manuals and other support materials. We would not expect anyone to read this book from cover to cover as a way of learning how to play Mission Command. For easy access to the Mission Command approach and how to play, please consult its sister volumes: Book 2 Umpiring Mission Command, and Book 3 Playing Mission Command. Other supporting materials include scenarios and national army characteristic manuals. As Mission Command is an umpired game, rather than the more commonly published player-versusplayer games, strict adherence to the letter of the law set out in these rules is not required or, in some cases, even desirable. While we present here more than just a framework for the game, players are encouraged to try out any historical possibilities within the scenario's context, even if not covered within the rules, and umpires are strongly encouraged to support this type of play. In particular, no set of wargaming rules can give all the details of every vehicle or piece of equipment that might be used within reason by players, so umpires are free to adapt these rules or invent additional material to manage new circumstances. We've found it preferable to do this before the game starts, but occasionally umpires may be called upon to decide 'on the fly', and the game has a 'special action' mechanism to permit unusual but permissible in-game activities. It is our intention that Mission Command will continue to be developed in response to reactions of umpires and players. Therefore this reference book will be updated under version control by SSG, and the 'authorised version' will be periodically published via the SSG website. However, we recognise that wargame groups will readily amend, adjust, add, delete and otherwise modify published rules sets; we not only accept this practice, but encourage it. 1

2 CONTENTS Introduction to mission command reference... 1 Contents... 2 Game Scales and troop representation... 3 Sequence of Play... 7 Actions... 9 Command, control and communications The Battlefield Movement Visibility, spotting and observation Shooting Morale Air attacks Tables Notes

3 GAME SCALES AND TROOP REPRESENTATION Ground scale 1 All distances in the rules are given in metres. Ground scale is 1mm = 2 metres. [note] Figure scales and basing 2 The smallest component in Mission Command is the 'element'. An element may be an infantry or support weapon element, consisting of between two and six individual figures on a single base, or a vehicle element, consisting of a vehicle model that may or may not be on a base. 3 Each human figure represents about 10 real men. Each vehicle, support or heavy weapon model represents from 3 to 5 actual vehicles, support or heavy weapons. [note] 4 A single standard sized infantry element should have a frontage of 50mm, a specialist infantry element 25mm. Vehicle bases, if used, should be 25mm to 30mm. Smaller frontage units can be used by adjusting the distances between adjacent elements to reflect the 50mm standard. 5 Base depth is not critical. 6 The above frontages work well for 15mm figures and vehicle models. However, Mission Command will work equally well with smaller scale figures, as long as base frontages are roughly as indicated. Time scale 7 A game turn is divided into two bounds, one for each side. A game turn is a variable period of time; elapsed time is not strictly administered. A game turn can represent anything from two or three minutes to a quarter of an hour depending on the tactical circumstances. For deciding on the duration of a game, for linking together different playing tables or for time driven events, an average game turn is set at 10 minutes of elapsed time. [note] Troop types and organisation 8 The 'element' is the smallest separately movable unit in Mission Command. 9 Elements are combined into 'commanded groups' (usually just called 'groups'), which model the organisation and equipment of their real life entities at the time the battle is supposed to take place. A commanded group is the smallest set of elements that is subject to separate orders in Mission Command. In most situations the smallest commanded group will equate to a combat unit of company or larger size, though in some armies a company may consist of only one or two elements, or may not have an effective independent command system at that level, in which case larger combat unit such as a battalion may be designated as the smallest commanded group. In some cases doctrine may permit an individual element, usually a support weapon, to fight alone or attached to an associated unit, but in most cases an element separated from its commanded group will fight at a disadvantage. 10 Each commanded group or formation and unit HQ in the military hierarchy (collectively known as a 'unit'), with the exception of aircraft, should have a command element representing the command and staff functions. This element can be denoted by an officer figure, or by a vehicle with radio antennae or other obvious marking. In addition any significant specialist assets at battalion, regiment, brigade or higher levels can be represented, for instance communications, reconnaissance, signals and logistics. These functions should be represented only if they are significant to the scenario, so that players are not hampered by relatively unimportant administrative or 'house-keeping' functions. 11 Commanded groups of aircraft do not require indication of command functions. Each commanded group of aircraft represents a 'flight', 'schwarm' or similar tactical unit. All elements in a commanded group of aircraft must carry out the same action in the bound. 3

4 Troop types 12 The main troop types are: Foot elements all infantry, including small arms, support and infantry command elements, forward observers, crews detached from their vehicles. Foot elements are sub-divided into o Unencumbered foot elements small arms and light support elements, observers and others without support weapons or bulky equipment. o Encumbered foot elements all foot elements with weapons or equipment heavier than LMG or hand-held A/T weapons, excluding artillery. Vehicle elements all wheeled, half-tracked or tracked conveyances. Vehicles are sub-divided into: o Armoured fighting vehicle elements all armoured vehicles, including tanks, armoured cars, open-topped armoured half-tracks, armoured self-propelled artillery, armoured trains. o Non-armoured vehicle elements lorries and other unarmoured (soft-skinned) transport vehicles, motorcycles, non-armoured self-propelled guns, non-armoured limbers, including horsedrawn, civilian vehicles, jeeps, cars, carts and the like. Heavy weapons elements all non-vehicle weapons and equipment heavier than LMG or hand-held A/T weapons. Sub-divided into: o Artillery elements includes anti-tank guns, guns and howitzers firing HE, AT and smoke, rocket artillery, mortars greater than 82mm. Excludes self-propelled artillery, which count as vehicles. Artillery may have limited movement by man-handling, but will normally have limbers. o Encumbered foot elements with weapons heavier than LMG or hand-held A/T weapons. Note: encumbered foot with heavy weapons count as encumbered foot for movement purposes, but as heavy weapons for fire effects. Some equipment may not count as heavy weapons see scenario details so it possible to have an encumbered foot element that is not a heavy weapon element, for example ammo or demolition supplies. Cavalry elements soldiers mounted on horseback, camelry. These are treated as Bare infantry small arms elements unless specifically covered otherwise. Aircraft elements all flying vehicles of specific types: fighter, ground-attack, fighter-bomber, divebomber, reconnaissance, light, medium and heavy bomber, transport, glider or, rarely, helicopter. Infantry organisation 13 These rules reflect the command, control, firepower, morale, doctrine and capabilities of an infantry company, not organisational structures below company level. The structure of infantry elements within a company level commanded group is therefore designed to model the capabilities and doctrine of the company, but not to provide a section or platoon level structure. [note] 14 A commanded group's elements are normally expected to remain in close proximity and will suffer command and morale penalties if they are separated without proper organisational re-structuring. Principal exceptions to this rule: Tank riders or embussed troops (split between vehicles); Specialist elements performing their specialist roles; Troops in fortifications or prepared positions in built up areas; Infantry support elements (for example anti-tank element from battalion or support company; HMG element from heavy weapons company giving support to a rifle company). 15 Infantry elements in a commanded group will normally revolve around small arms infantry elements on bases 50mm wide x 25-30mm deep (although depth is not critical). Widths can be narrower (for example 40mm) and deployments should take this into account, producing virtual gaps between elements. In this case gaps are actually part of the company frontage, so will be vulnerable to area fire as if neighbouring elements extended into the gap. Company frontages will not usually have real gaps, even if a company is deployed at double or treble the base frontage. 4

5 In this example an infantry company with 3 integrated (full sized) elements and three reduced frontage elements is deployed for attack, then for defence. Note that the LMG element also has reduced depth, but this is not important. In attack the company has a frontage of 250m with a second line about 100m back. In defence the company frontage has expanded to 650m and the mortar element has been positioned 250m back from the front line. 16 Command functions at company level are represented either by including an officer figure within a small arms element or by 2 or 3 appropriate figures on a smaller base. The exact size of a command element base is not critical; 25-30mm frontage and similar depth (roughly half the size of a standard sized element) is acceptable. Larger sizes can be used for battalion or higher echelon command elements to differentiate them. 17 Most infantry companies will also contain various supporting or specialist elements; these are designated 'support elements' and are divided into 'standard support elements' (mortars and machine guns) and 'specialist elements' (anything else). The frontage of these elements should normally be approximately half the size of a standard sized element with no specific requirement on depth. Larger sizes are acceptable, but the bases of support elements should preferably be smaller than those of small arms elements. 18 Foot elements consist of the following types: Coherent elements: Full sized elements with 6 figures portraying primarily rifles, plus LMG and handheld anti-tank weapon. May optionally contain the command function as well as being a combat element. May fire small arms AND either its LMG or AT weapon in a Shoot action. Integrated elements: Full sized elements with 5 figures portraying primarily rifles, plus LMG. May optionally contain the command function as well as being a combat element. May fire small arms AND its LMG in a Shoot action. Assault elements: Full sized elements with 4 figures portraying primarily SMGs - May optionally act as a command element as well as being a combat element. May fire small arms in a Shoot action. Assault elements (MP44): Full sized German infantry elements with 4 figures portraying primarily German MP44. May optionally contain the command function as well as being a combat element. May fire small arms in a Shoot action. At more than 100m range these elements are treated as if they had an integral LMG, so they may fire like an Integrated element at more than 100m range. 5

6 Bare elements: Full sized elements with 4 figures depicted with rifles only. Cavalry and camelry falling into this category are depicted as 3 or 4 figures. May optionally act as a command element as well as a combat element. Fires only as small arms. Standard support elements: Reduced frontage elements with specific support weapons depicted; may be light (LMG, Hand-held Anti-tank weapon or light mortar 2, 5cm or equivalent) or heavy (other weapons, such as HMG, 3" or 8cm mortar). Specialist support elements: Reduced frontage elements with a specific specialism other than standard support. Includes engineers, flamethrowers, AT weapons, forward observation officers, and so on. Command elements: Usually on reduced size bases depicted with 2-3 appropriate command figures. These are NOT combat elements. Higher echelon command elements (e.g. Brigade or similar) may use full size, or even larger, bases to add to their significance, however, they continue to have no combat capability. 19 The number of figures shown is illustrative not definitive, as casualties are assigned at company level (see below). After multiple casualties at the end of a bound consolidate down by removing bases when a company is operating together. Casualties which cannot be consolidated are carried forward to the side s next bound. [note] Foot Elements Table Frontage Full (50mm) size Reduced (25-30mm) size Either size Description Element type Total figures LMG A/T Cdr Figures Coherent Small arms 6 Yes Yes Opt Rifles, LMG, hand-held AT weapon; optionally officer Integrated Small arms 5 Yes No Opt Rifles, LMG; optionally officer Assault Small arms 4 No No Opt SMG; optionally officer Assault (MP44) Small arms 4 No No Opt German only, with MP44; optionally officer Bare Small arms 4 No No Opt Rifles; optionally officer Bare cavalry or camelry Light standard support Heavy standard support Small arms 2-3 No No Opt Rifles/lances, and so on; optionally officer Support 2-3 Yes No No LMG, light mortar Support / encumbered / heavy weapons 2-3 No Opt No HMG, 3", 8cm, 81mm, 82mm Mortar Specialist Support 2-3 No Opt No Specialist figure; may be encumbered dependent on equipment Command Command 2-3 No No Yes Figure(s) must indicate officer Aircraft organisation 20 Each aircraft model represents between 3 and 5 aircraft, two of which will form a 'flight', the smallest commanded group that Mission Command uses for aircraft. Where multiple flights are available, they should be organised in accordance with the structures normally used for the national forces they represent to form an appropriate hierarchy of combat units. 6

7 SEQUENCE OF PLAY 21 Mission Command is played in a series of game turns, each consisting of one bound per side, the same side always having the first bound of the game turn. During their side's bound players will activate their troops to carry out standard actions that almost all troops can do, including moving, shooting, communicating, taking up overwatch positions; and / or special actions restricted to specialised troops or specific circumstances, such as concealing positions, laying smoke, clearing obstacles or planting demolition charges. The possible actions of the troops will depend on their capabilities indicated in the scenario and mediated by an umpire. 22 Possible actions are governed by the Sequence of Play and tactical circumstances. The game continues with successive bounds until the end game conditions specified by the scenario have been fulfilled. Then victory is adjudicated. 23 The scenario will state which side takes the first bound in each turn. 24 Follow the game turn sequence in the order listed (also see Sequence of Play diagram): Side A's bound 1. Reaction Tests: Side A's groups take any required reaction tests and carry out any forced reactions, in order chosen by Side A. See Reaction Tests section. 2. Group activation and actions: Side A selects a group to activate and carries out these steps in sequence: a. Test for hot or cold situation: The situation is hot if any part of the group: i. Intends to shoot within 500m of a visible element of Side B, or ii. Intends to move so that a visible enemy currently within 500m will spot the moving group, or iii. Is visible to a visible element of Side B currently within 500m. Otherwise the situation is cold. b. Undertake one or two actions for each element in the group. Suppressed elements carry out only one action. Groups with forced reactions except 'Halt or move to cover' cannot be activated. See the section on Actions. c. Remove suppression markers from elements in the group, except those placed this bound (these will usually be from opportunity fire). d. Consolidate down elements for losses (primarily infantry, but also Deployed Artillery). See Infantry Casualties and Deployed Artillery Casualties sections. 3. Repeat 2a to 2d for the next group, and continue until all groups have activated once or passed. Side B's bound; carry out all steps above, but for B instead of A. 7

8 Sequence of Play diagram Side A s bound. Reaction tests and carry out forced reactions Finish all the actions for one group before progressing to the next. Side A selects a group not yet activated this bound. HOT Intends to shoot } Intends to move }...within 500m. Is visible to visible enemy } Otherwise COLD Test for hot or cold for group Group s unsuppressed elements do 2 Actions each; suppressed do 1 Action. COMMON ACTIONS Movement can be reduced by opportunity fire from overwatching elements. 1. Shoot (1 st action only) 2. Move once (hot) / Move twice (cold) 3. Communicate (hot: last action only) 4. Overwatch (first action only) 5. Pass Remove all suppression markers from friendly elements in group, except from this bound. Consolidate down both sides infantry elements for losses. All Side A s group s done? No Next Side A group Yes Go to Side B s bound. 8

9 ACTIONS 25 The main part of a turn is the activation of groups from the side taking its bound. Each group is activated one after the other, until all groups on that side have been activated. Players on the side taking its bound decide the order in which their groups are activated. Activation of a group entails each element in the group carrying out actions, which can be typical actions that most elements can do or specialist actions that are only available to elements of particular types. 26 Each non-suppressed element in the group carries out one or two actions or does nothing. Suppressed elements carry out only one action. Players must complete all the actions for all elements in the activated group before moving on to the next group or forfeit any remaining actions for the activated group. 27 The owning player may carry out the actions for the elements in the activated group in any order, as long as the first action for any individual element is carried out before its second action. 28 Each element in a commanded group may carry out different actions, as long as the actions do not breach the commanded group s orders. 29 Where an action is specified as a 'last action', it can be taken as the 1 st action with no 2 nd action used, or it can be taken as the 2 nd action. Actions with no restrictions can be taken more than once. 30 The following are typical actions that nearly all elements can carry out. Some actions can only be the first action or the last action, depending on whether the group is in a hot or cold situation. Shoot (1 st action only) Move once (hot situation only) Reminder: If any part of the group is in a hot situation, then the whole group is in a hot Move twice (cold situation only) situation. Overwatch (1st action only) Communicate (cold: either or both actions; hot: last action only) Self-preservation Conceal troops Pass (do nothing) Typical actions Shoot 31 The element may use any type of fire of which it is capable against any eligible target. 32 This action can only be taken as an element's first action. [note] 33 If the element intends to move as its second action, this intention must be indicated prior to point-to-point fire, because there is a negative modifier to hit if the element intends to move. After shooting, the movement action can be cancelled at the player s discretion, but the negative modifier cannot be retrospectively deapplied. Move once / move twice 34 These two actions are collectively referred to as 'move' actions. A 'move' means that the element can move up to its normal movement rate (see Movement Rates Table); for example an infantry element could move anything from 0 to 100 metres. An element may move up to its normal movement allowance for each move. 35 The move once or move twice actions can be carried out as an element's 1 st and / or 2 nd action. 36 Movement includes turning in place (unless as part of an overwatch action). Each turn greater than 45 degrees costs 50m for a vehicle, and is free for a non-vehicle element. For example the player may shoot with multiple elements of a commanded group first, then subsequently carry out their second actions (move, communicate, and so on), or alternatively the active player may do both actions for each element in that commanded group one after the other. By taking two move once actions an unsuppressed element could move up to twice its normal movement allowance in a hot situation in a single bound, or up to four times its normal movement allowance in a cold situation by taking two move twice actions. 9

10 37 If several elements in the group are carrying out the same move action (typically a number of elements moving in the same direction), then the player may choose to move those elements simultaneously. The player must point this out to the opposing player prior to moving them. If any opportunity fire interrupts the move action, all the moving elements must carry out at least the same proportion of their planned movement that was completed by the target element. [note] Overwatch 38 This action places an element in a position to carry out prepared opportunity fire during an opponent s bound. The element taking this action may turn in place to face any direction when taking up overwatch if desired, and this turn does not count as movement. Only elements with direct fire capability can take an overwatch action. [note] 39 This action can only be taken as an element's first action. 40 Suppressed elements cannot do an overwatch action. 41 An element in overwatch retains this stance until either it carries out a move, shoot or special action, or it is suppressed. Communicate 42 The element carries out all communications activities. 43 This action can be taken as either a 1 st or 2 nd action (or both) in a cold situation, so an element could take advantage of a communication as a 1 st action to select an appropriate 2 nd action. However, in a hot situation it can only be a last action, so elements in a hot situation cannot react to a communication until the following turn. If two elements communicate with each other, and one uses its 2 nd action, then both must use their 2 nd action. 44 Players must not use this action to pre-empt a change of orders. Self-preservation 45 Any element may optionally carry out a self-preservation action instead of following its current orders, if it comes under direct fire from a previously un-located enemy within 500 metres. If the owning player chooses to carry out the self-preservation action, then the element must either a. Carry out direct fire at one of the enemy elements that fired at it, or b. Retreat as if it had suffered a reaction test retreat result. This retreat does not change the group's morale state, though it does count as a retreat for reaction test adjustments. The element must continue to retreat in subsequent bounds until it can no longer locate the enemy element(s) that fired at it. No rally is required. 46 A self-preservation action costs both the action slots for the element. Attach Separated Elements 47 Individual separated elements, or multiple elements in a unit with no command element, can be taken under command by a parent command element in their line of command or by a sister command element of a similar grouping within their parent formation. The command element must be in the command range of the separated elements and carry out this action to notify them of the change of command arrangements. 48 This action takes two actions for the parent command element and two actions at the same time for the attaching elements. Once this has been completed, the elements are no longer separated. 49 After a paratroop drop, any paratroop HQ element may carry out this action to take under command separated paratroop elements of the same nationality, not just the same line of command. Conceal Troops 50 An element in a cold situation that is not in open terrain may expend both its actions to conceal itself or prepare itself a concealed position. When the element subsequently carries out an overwatch action in this position, it gains all the benefits of concealment. 10

11 Specialist actions 51 These are often scenario specific and represent the less common tasks undertaken on the battlefield including most engineering activity. They can vary in duration from one action to many bounds. Battery preparation 52 Batteries of guns and howitzers (excluding infantry guns and AT guns) must take a Battery Preparation specialist action after moving to a new position before they can carry out indirect fire missions. During Battery Preparation the battery must be stationary and carry out no other activity. Direct fire is not affected. 53 Battery preparation time is normally one turn, so takes both actions for the elements; scenario details may vary this time. [note] 54 Battery preparation for bombardment takes two full bounds, so takes both actions for the elements for two friendly bounds prior to fire, and for one bound after fire to recover to normal operations. Bombardment can be one or two rounds of fire at the same target area. Register fire 55 A FOO can take this specialist action to register ranged fire for future artillery strikes, so that deviation dice are not required. 56 This action must be the FOO's 1 st action and must be followed by a communicate action in conjunction with a firing element that is part of the ranging artillery unit. The firing element must carry out a shoot action this bound. If ranging shots are in line of sight of enemy elements, the umpire may inform the enemy players, if appropriate. Prepare HMG 57 Any MG with a tripod or fixed position mounting can carry out this specialist action, prior to an overwatch action. The owning player should note a direction and zone of fire, having a range from the gun's location out to 1,000m, and having a maximum angle or spread of 45. Any element within the specified zone of fire can be engaged with area fire, rather than point-to-point. [note] Reload very heavy weapon 58 Salvo rocket launchers, petard mortars (on Churchill for example) and Sturmtiger can only reload after carrying out this action. This action is a first action only. Vehicles in buildings 59 Jeeps (and similar scout cars), armoured cars and open-topped armoured vehicles may take this specialist action to enter light structures. Fully enclosed and fully tracked armoured vehicles may take this specialist action to enter light or medium structures. All vehicles that enter or start movement (including changing facing) in buildings must take a bog check (see Movement) at the start of each move action. Only foot elements may enter strong structures (using a normal move action). [note] 60 This action costs both the element's actions for the bound and counts as a move action for all purposes. Demolitions 61 Engineer elements can carry out a demolitions specialist action to attack structures of any type. Explosives can be placed by an unsuppressed engineer element in continuous base-to-base contact with the target structure, the element expending 2 successive actions during which it is not suppressed. At the end of the 2 actions, move any engineer elements in contact with the target 50m away, then use the Area Fire Convert to Casualties and KO - Buildings and Fortifications table for the effect. Refuelling helicopter or autogyro 62 Players operating helicopters or autogyros can carry out this specialist action at a designated refuelling ground location. It takes a full bound in a cold situation to complete. 11

12 COMMAND, CONTROL AND COMMUNICATIONS 63 Mission Command puts central importance on command, control and communications. Command hierarchies are represented using simplified historical orders of battle, and control is modelled through operational and battlefield attachment of supporting elements, reflecting methods operated by different armies at different periods and in different theatres. Command and control are detailed in scenarios and can sometimes be varied during play. The main communications methods in the war were written word delivered by hand, face-to-face speech, wire telephony and radio. The last three of these are represented individually using simplified mechanics. Players can also use pre-arranged signalling. Other communications methods, including written materials delivered in a variety of ways, are modelled more abstractly by imposing time delays dependent on distance, terrain and enemy action. Communications 64 Communication actions include giving or receiving orders, making or receiving requests and reports, and relaying orders, requests and reports through the chain of command. 65 Communication within a commanded group is always effective provided that the maximum command ranges between elements are not exceeded. 66 Any order, request or report that requires relaying via an intermediate command element through the chain of command takes one extra turn per relay. Communications representation 67 Communications will normally be to the next level up or down the chain of command. Any special arrangements must be specified before the start of play. Field Telephones 68 Field telephones with fixed lines can only be employed by troops in static positions, occupied for at least a day without difficult terrain, harsh weather or close enemy activity. Phones will be found at each command element, support position, pill box, or bunker. Redundant lines and maintenance personnel are presumed to exist, and do not usually require representation on table. This type of communication will usually be specified in scenario details, as will any adverse effects on them caused by extensive movement across unburied lines, shelling, infiltration and interception. Radios 69 Radios have been simplified to long range (up to 3 km) and short range (up to 300m). 70 A radio set will normally only be "netted-in" to subordinates, other command elements within its parent unit and its immediate superior. Thus a tank company commander can communicate with each of his platoons, the other company commanders and his battalion commander. A battalion commander can only communicate with his own companies and with brigade. However, if a sub-unit of one formation is ordered to support another formation, a direct link is usually set up, though this will depend on the stage of the war and the army concerned. Conversations between several persons on the same net take only 1 turn. [note] 71 If a command element is knocked-out, the next senior radio on the same net takes over its frequencies. Also see No Command section. Word of mouth 72 Where neither radio nor wired connections are available or necessary, immediate local communications up to 100m between elements is assumed to be by word of mouth. Pre-arranged signalling 73 Other mechanisms for limited pre-arranged signalling include: Signal flares Pre-defined fire from mortars, artillery or salvo rocket launchers Aircraft using coloured munitions Coloured smoke grenades Bugles 12

13 74 The meaning of signals must be defined in the orders of troops they are going to affect, and they may be made only on command or on achieving a pre-defined condition, such as taking a position. 75 Flares, shell bursts and other aerial signals can always be seen if in line of sight. Other visual signals are not visible in fog or snow, and the visible distance will be restricted by weather and terrain. Alternative methods 76 Other methods of communications (messengers, pigeons, dogs, for example) are lumped together as 'alternative methods'. They take time to enact dependent on terrain, weather, enemy positions and activities; normally this will 1,000m per bound (cold situation) or 500m per bound (hot situation) in open terrain and along roads, half these distances in other terrain types or poor weather. 77 If alternative methods are represented by models of bikes and other vehicles, then these can be moved as normal elements, bearing in mind the administrative overhead for players and / or umpires. Communications in hot and cold situations 78 Communications are affected strongly by the tactical situation, particularly whether it is hot or cold (see Sequence of Play). If a commanded group is in a cold situation, then communications within the commanded group can take place with elements' 1 st action, so that the 2 nd action can be used to react to it, for example by moving. However, if the situation is hot, then the HQ element and any elements under its command can only choose a Communicate action as their last action, in order to transmit information, including changes of orders. If a command element has received a change of orders in a hot situation, players must choose a communicate action for each element of that group as soon as possible. This means that a change of orders from one level up the chain of command will be enacted on the turn following the communication of the order. Command representation 79 At the start of the scenario each commanded group must have a command capability as per its order of battle. Command capability can be represented either by a separate command element with no other function, or by a figure or model integrated with a combat element. Commanders are typically modelled by officer figures or radio-equipped vehicles. 13 Even though communication within a commanded group is always effective, each element still has to do a communicate action to respond to changes of orders. As an element can move and communicate, shoot and communicate, or shoot and move, but not all three in the same bound, responding to a change of orders prohibits an element from continuing to both shoot and move. For example: A battalion HQ gives the order for an engaged company to withdraw. Turn 1: battalion HQ communicates order to company HQ. Turn 2: as engaged company is in a hot situation, company HQ communicates order to all its elements (each element MUST communicate, so will not be able to both move and shoot). Turn 3: elements start to withdraw. If the order had come from division HQ through regiment HQ, two further turns would have been required. For example: Division HQ orders all its troops not in contact with the enemy to advance. Turn 1: division HQ communicates order to regiment HQ. Turn 2; regiment HQ communicates to battalion HQ. Turn 3: battalion HQ communicates to company HQ, and as the situation is cold, company elements can advance by taking a Move Twice action as their second action in Turn Higher echelon support elements can operate without a command element of their own. These elements will often have support orders. Alternatively they can be attached to another commanded group, in which case they will follow the orders of that group. Orders 81 Each unit should be given orders expressed in general terms, usually involving an action, a location, an enemy or a friendly force and a timing, such as: "Take and hold the cross roads at the north of the village within 5 turns". "Fall back slowly after turn 3 to the edge of the marsh, delaying from successive positions". "Probe the outskirts of the town to the south immediately". "Support Company B of the first battalion". 82 Orders can be written on command cards or notes for each unit that has a separate order, or clearly depicted on a map or unambiguous diagram (annotated as necessary). It is acceptable to give purely verbal orders, as long as players are clear about the orders they are to carry out. 83 A separate order is only required if the unit is carrying out an order different from its parent; this includes specification of different directions of advance or different geographical locations. A battalion might be given general orders, but each company, if attacking, might have a specific more detailed order, unless the location was obvious and the battalion was acting on a narrow frontage. It is permissible to give a purely

14 defensive Hold order that applies to all units in a battalion this would only require a single battalion order at the start of a scenario. Orders below company level will not normally be required (see below for support weapon companies). 84 Orders should be phrased or depicted in such a way that directions of movement or movement destinations are clearly indicated. The stance of the unit whether it is to attack, defend or support should be declared. The intensity of operations should also be demonstrated for example, whether an offensive operation is a probe, an attack or an all-out attack. Very few orders will constrain shooting, unless units are in concealed positions. However, many operations, for example the type of artillery firing, may be restricted by doctrinal limitations indicated in scenarios. [note] 85 Actions cannot be taken if they are at variance with orders, except for the special action Self Preservation. Umpires decisions will be final in cases of doubt. 86 Units, groups or individual elements without orders will default to 'hold in place until further orders are received'. For reaction tests, it is presumed that such troops would be permitted to withdraw. Command ranges and separated elements 87 Each element, including command elements, can avoid adverse command and morale effects if it is within command range of: a. a command element one step directly upwards in its current line of command, or b. another element of its commanded group that is linked to its command element, including via other elements in the commanded group, or c. an element of a commanded group that it has orders to support. 88 Command ranges are measured from the element under review to one of the above types, as follows. Element under review is: Any element with a wire connection (typically a field telephone) to a command element one step directly upwards in its current line of command: unlimited Any command or recce element with long range radios: 3,000m Any other (short range) radio-equipped element: 300 metres Any command element without telephone or radio: 100 metres for immediate communications with its commanded group or with another command element; or unlimited, but communications will be by alternative methods (see above). Any other element (voice): 100 metres 89 Elements that are outside these ranges are considered separated and their morale and communications abilities will suffer (see Reaction Tests). Elements not using radios or telephones and with their route to their own command element or to the command element one step directly upwards in the unit's current line of command cut off by enemy troops, are also considered separated 90 Command elements may still communicate with separated elements, but communications will be by alternative methods (see below). 91 In some circumstances it may be necessary for elements to operate separately from their command element, for example when holding an extended front, or when elements take up flanking or rearward positions. This is permissible, but such elements suffer from the adverse effects of being separated. No command element 92 If a unit's command element is separated or destroyed, the elements in the unit will continue with their current orders, as long as their morale status is 'obey orders', but the orders cannot be changed until a parent command element takes over command. If a commanded group's command element is destroyed or separated, the group also suffers a morale penalty. 93 Elements in a unit with no command element can be taken under command by a parent command element in their line of command. See attach separated elements action. 14

15 Integrated element A 60m LMG support element 60m Integrated element B 300m Integrated element C 50m Com nd element D R 500m Mortar heavy support element Mortar heavy support element Mortar heavy support element R Battalion command element F 50m Com nd element E R In this example each integrated element has a standard 100m frontage (50mm). Elements A and B and the LMG support element are in command range (voice, maximum 100m) from command element D, element A directly, B and the LMG by the chain of elements. Command element D is in command range (long range radio, 3km) of battalion command element F. Each element of the mortar battery is directly in command range of command element E. Battalion HQ could re-deploy to the infantry company and still retain radio communication with the battery. A request for mortar support from command element D would be routed through battalion HQ however, in many armies if such support was expected, the mortar battery might be directly attached to the infantry company by putting a FOO or liaison officer into the company HQ, thereby avoiding the communications delay. Element C is not within 100m of another element of its group, neither does it have a radio or telephone, so it is separated. It can still receive orders from command element D, but there would be an extra turn's delay for a runner to reach it. 15

16 THE BATTLEFIELD 94 Mission Command describes how the represented military units interact with man-made and natural terrain types and features on the battlefield. Terrain primarily affects movement, observation and shooting. 95 Terrain effects on movement are associated with the nature of the surface of the ground and vegetation (see Movement Rates Table). For movement purposes terrain types are given one of four grades: clear, rough, difficult and impassable. 96 Terrain effects on observation are to do with hindrances to line of sight and visibility (see Visibility, Spotting and Observation section). There are five grades related to observation: in open terrain, in partially obscuring terrain, in obscuring terrain, concealed and not visible. The stance of the target affects whether it can be spotted; a moving element is more likely to be seen than a stationary one, and a firing element even more so. Foot elements that move fast are more exposed than elements that move slowly or not at all. In addition to taking advantage of natural cover from terrain, elements may be specially camouflaged (concealed), making spotting even more difficult. 97 Terrain effects on shooting represent the protection a target might receive from bullets, explosives and other munitions (see Combat section). There are four grades related to cover: no cover, light cover, good cover and fortified. Cover applies to foot and heavy weapons elements. [note] Terrain representation 98 Terrain in Mission Command can be represented in many ways, and these rules do not prescribe a particular method. What is needed is representation of the different terrain types, so that their effects can be taken into account. Scenarios must describe the terrain features to be portrayed, using the characteristics in this section, and their extent, plus any special scenario specific ones. Terrain types will extend over a specified area of the battlefield, so it is important that any terrain representation clearly marks both the type of terrain and its boundaries. 99 For some types of terrain, for example woods, brush, buildings and areas of rocky ground, it is sufficient to use standard pre-manufactured terrain to mark out areas, or boxes, cloth or carpet pieces as representations. In most cases it is the boundaries of the terrain features that are most important. For hills and slopes, moulded polystyrene tiles are very effective, as are systems that use blocks covered with felt or large tabletop coverings. Terrain types 100 Mission Command recognises many different types of terrain, some of which are rare and therefore scenario specific. Each of the common types is defined in this section. Terrain effects are cumulative, unless noted otherwise. There are also separate sections of these rules for field and permanent fortifications, and for minefields. 101 Main terrain types excluding fortifications are as follows: Open terrain Brush Open woods Dense woods Rocky areas and ruins Buildings 102 These may be affected by the state of the ground: Firm Soft Swamp 103 Cutting across the terrain there may be: Rivers and lakes Roads Linear obstacles, including wire 16

17 104 There may also be different types of high ground, including: Ridges Gentle slopes Steep slopes Cliffs Terrain effects 105 The following terrain effects assume the going underfoot is firm. Where the going is soft, movement rates or abilities to cross may be further affected (see below). Normal movement rates (movement steps) are defined as movement across open terrain with firm ground. For other ground, see Firm and Swamp below. Open terrain Movement grade Clear. Observation grade Open. Cover - none. 106 Mainly flat land with vegetation (if any) restricted to grass, crops, scrub or anything else that does not hinder visibility. Open terrain can include meadows, plains, boggy ground, soft sand, deep snow or marshes. 107 Maximum distances for observation apply, dependent on stance and type of target. Brush Movement grade Rough. Observation grade Foot: partially obscuring; Vehicles, cavalry and artillery: open. Cover light. 108 An area of bushes and scrub with some undergrowth, but insignificant trees. 109 All troops can move through brush with restrictions dependent on troop type. Spotting of foot elements is limited within brush. Foot elements more than 100m from the edge of an area of brush cannot be seen or see out, unless line of sight is modified by elevation. Foot elements gain some protection from fire effects, and brush counts as light cover. Open woods Movement grade Rough. Observation grade Partially obscuring. Cover light. 110 Terrain contains well spaced trees and bushes with little undergrowth. 111 All troops can move in open woods with restrictions dependent on troop type. Visibility is limited within open woods. Elements more than 100m from the edge of an area of open woods cannot be seen or see out (no modification for elevation). Non-vehicle elements gain some protection from fire effects, and open woods count as light cover. Dense woods Movement grade Difficult. Observation grade Obscuring. Cover good. 112 Dense woods consist of closely packed trees, much tangled undergrowth and very uneven or very broken ground with no significant paths. This terrain type also includes all types of jungle. 113 Dense woods are passable only to foot elements, though artillery and vehicles can enter along roads, or be dug into the edge of dense woods by engineers. Visibility does not extend into dense woods, so only troops at the edge can be seen or see out. Elements in dense woods gain significant protection from fire effects, and it provides good cover. Rocky areas and ruins Movement grade Difficult. Observation grade Foot: partially obscuring; Vehicles, cavalry and artillery: open. Cover good for foot, light for others. 114 Rocky areas and ruins include all types of stony, broken ground, including scree, boulder-fields, rocky hills and ruined buildings. 17

18 115 Rocky areas and ruins are impassable to wheeled and half-tracked vehicles, except along roads. All other elements are heavily restricted in their movement rates. Visibility of foot elements in the terrain is short. Vehicles treat rocky areas as open terrain for observation purposes. Foot elements in rocky areas are in good cover, other elements in light cover. An AFV taking an overwatch position in a rocky area is considered hull-down. [note] Buildings Movement grade - Difficult. Observation grade Obscuring. Cover light structures: light; medium and strong structures: good. 116 Buildings are civilian structures, generally with at least 4 walls and a roof. They can range from small single storey, individual structures to large built-up areas in cities. Buildings do not include fortifications (see separate section). A generic 'built-up area' (BUA) in Mission Command is represented by an area roughly 200m x 100m, which describes many individual buildings, streets and alleyways. 117 Materials can range from light wood to reinforced concrete and steel these are divided into light structures, medium structures and strong structures. Light structures consist primarily of wood and offer only limited protection from fire effects, as for open woods. Medium structures are generally made of brick or stone and offer substantial protection from fire effects, though they can be destroyed by artillery. Strong structures are large substantial stone, concrete or reinforced concrete buildings, often several stories high and are very resistant to fire effects, generally requiring expert demolition to destroy; typically troops inside will gain protection as if inside a fortification. 118 The height of buildings is classified in these rules as low (single storey), normal (standard two storey house plus roof or similar), or tall (churches with steeples, multi-storey factories, towers and the like). 119 Some examples of these building types can be described using these characteristics, for which see the Table of Structure Types. 120 Strong building areas are impassable to all vehicles, except via roads. Some vehicles may take a special action to enter some buildings (see special actions). An AFV taking an overwatch position in a medium or strong structure is considered hull-down. 121 Visibility does not extend into any buildings, so only troops at the edge of a BUA can see out or be seen. Table of Structure Types Strength / Height Low Normal Tall Light Single storey wooden sheds Wooden houses Cranes Medium Strong Very strong High ground Barn Field fortification Stone-built cottages Pill-box complex Turreted and reinforced bunker Maginot Line Brick-built town houses; warehouses Thick-walled stone chateaux N/A 122 Mission Command designates the following types of high ground: Ridge Gentle slope Steep slope Cliffs [note] Factory cooling towers; hotels Large Norman churches with tower or steeple N/A 18

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