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Field Command

Field Command Rulebook

Table of Contents

Table of Contents

  • Secretly Deploy Forces
  • List Battle Commands For One "Day"
  • Move Unit As Commanded
  • Assess Casualties (Two Steps)
    • First Step – Assess Confrontations
    • Second Step – Assess Artillery Casualties
  • Continue Until A General Is Removed

Secretly Deploy Forces

Each Army of 40 Units Includes:

1 General5 Artillery3 1st Infantry
10 2nd Infantry4 3rd Infantry2 1st Cavalry
7 2nd Cavalry3 3rd Cavalry5 Guerrillas

As a partition, insert these instructions upright into the fold of the board, so that players cannot see each other's deployment. Then one player choosing the red army strategically arranges his 40 units behind the red broken line, and the other player arranges the blue army behind the blue broken line. Any unit may be placed on any position behind a broken line, but only one unit may be placed on each position.

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When both players agree that their deployments are complete, carefully remove the partition and begin battle. The broken lines and partition have no function after deployment.

List Battle Commands For One "Day"

Each player writes a list of up to 12 legal moves for the individual units for one "day" (See Sample Day 1). For each move a player writes the present position of a unit and the position to which it will be moved. In order for moves to be legal:

A unit cannot move more than a certain number of positions per "day". Moves are always counted to adjacent positions, therefore, diagonal moves count two.

  • A General can move only one position per "day".
  • Each Artillery unit can move only one position per "day".
  • Each Infantry unit can move up to two positions per "day".
  • Each Calvary unit can move up to three positions per "day".
  • Each Guerrilla unit can move up to three positions per "day".

In total, the list must not place more than one supporting unit to occupy any single position. [Example: H7-F7 G8-F7 moves more than one supporting unit to the same position – both moves are illegal.] A player is allowed to move one unit to a position occupied by another supporting unit, if the other unit is moved from that position in the same list of moves. [Example: C8-D9 D9-C8 would legally switch the placement of the units on those positions.]

The list can move a unit only once in a "day", and the list cannot move a unit to more than one position. [Example: B7-B9 B7-C8 moves the same unit to more than one position – both moves are illegal.]

All units can move in any direction, to any colored position, and jumping over opposing or supporting units is allowed.

Each move in the list must be written legibly and correctly. Ambiguous moves are illegal.

Move Unit As Commanded

After both players have completed a list for one "day", they exchange them. As one player reads out loud his opponent's list of moves the other player moves his own units accordingly. Then the other player reads and his opponent moves.

Each player should inspect his opponent's moves to make sure they are legal. If a player writes an illegal move, the related units must remain in their former positions. If the prevented movement of one unit causes another move to be illegal (by having more than one supporting unit on the same position), all units involved must remain in their former positions. These rules always apply, even if they work to the wrongdoer's advantage.

Assess Casualties (Two Steps)

First Step – Assess Confrontations

After all legal moves have been made, wherever two opposing units occupy the same position there is a confrontation, and one or both units will be removed from the battlefield as follows.

On all positions:

  • Whenever the opposing units are identical, they are both removed.
  • All enemy units remove the General.
  • Cavalry, Infantry and Guerrillas remove Artillery.

On green (forest) positions:

  • Infantry removes Cavalry and Guerrillas.
  • Guerrillas remove Cavalry.

On beige (open field) positions:

  • Cavalry removes Infantry and Guerrillas.
  • Guerrillas remove Infantry.

On all positions:

  • 1st Cavalry removes 2nd Cavalry, 2nd Cavalry removes 3rd Cavalry, and 3rd Cavalry removes 1st Cavalry.
  • 1st Infantry removes 2nd Infantry, 2nd Infantry removes 3rd Infantry, and 3rd Infantry removes 1st Infantry.

Second Step – Assess Artillery Casualties

After confrontations are resolved, Artillery casualties are assessed. For each surviving Artillery unit, remove any and all enemy units (EXCEPT FOR GUERRILLAS) within its range.

The battlefield has three different altitudes. The range of the Artillery unit is determined by its altitude in relation to the altitude of the enemy. Ranges are counted to adjacent positions, diagonal positions count two.

Altitude of EnemyRange of Artillery
2 Below Artillery3 Positions
1 Below Artillery2 Positions
Same as Artillery1 Position
Above Artillery0

Example 1: If an Artillery unit was placed on position A8, enemy units on the following positions would be removed: A7, A9, A10, B7, B8, B9, B10, C8, C9, D8.

Example 2: If an Artillery unit was placed on position G4, enemy units on the following positions would be removed: E4, F3, F4, G2, G3, H3, H4, I4.

Example 3: If an Artillery unit was placed on position F3, only an enemy unit on G3 would be removed.

Continue Until A General Is Removed

After Artillery casualty assessment is complete the lists are returned. Illegal moves and incorrect assessments become valid at this point.

The next "day" begins with each player making a list for the next "day's" moves. Continue to list, move, assess, list, move, assess… until a General is removed. The first player to remove his opponent's General wins. A draw occurs when both Generals are removed during the same "day".