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"Command zones" give Line of Muskets a genuine “chain
of command” feel during the battles. Armies always fought in an
organized way (at least they started that way). Only in exceptional
circumstances did brigades fight “mixed up”, and this was usually
due to a mistake by the commander (such as the Confederate forces
at Shiloh).
Commanders of the day took great care to have all the brigades
of a division together, all the divisions of a corps together, etc.
These "command zones" allow this organization of the battlefield
to take place. A command zone is an area defined by a subordinate
commander’s superior commander (although this will not be apparent
in a 2 player game).
A command zone consists of 2 hexes with a line drawn between them
and then all hexes within 2 hexes of this area. Thus given an area
5 hexes wide. All commanders set their command zone for their subordinate
commanders.
A superior commander changes the command zone of a subordinate
by the player clicking on the subordinate commander. The 2 gray
Command Zone Hexes will appear. Merely drag one of both gray hexes
to where you want them.
In order to see the command zone determined for a commander, merely
click on the commander, then choose "command zones" from
the "View" menu.
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| Command Zone hexes (the gray ones) |
The Command Zone determined by the
Command Zone hexes. |
When they do set their command zone for their subordinate commanders,
the hexes they choose for their subordinate commanders must be within
the command zone of the superior commander.
If you pick a hex that is within your command zone for your subordinate
commander, because of the “2 hex range” their zone may be slightly
outside of yours. That is allowed.
For example, the CiC sets a command zone for Corps A and B. Both
Corps commanders can set zones for their divisional commanders,
but the hexes they choose must be within the zone that was set by
the Cic
The Cic, no matter what their rank, has a command zone that is
the entire battlefield. This allows them to go wherever they choose
on the battlefield and also to set command zones for their subordinate
commanders.
Subordinate commanders do not have to automatically follow these
orders (this was quite common in the American Civil War). This is
where the “team play” aspect of Line of Muskets becomes important.
A subordinate commander’s troops, if they move, must either move
towards their command zone that has been set for them or not move
at all. In this way if a subordinate commander does not wish to
follow the orders they have been given they can have their troops
“stand” and not do anything.
Once within the command zone, a unit may move in any direction
it wishes, even a move that takes them outside of the command zone.
However, if they do move outside of the command zone then they will
be constrained by the command zone. That is, they can only move
towards the command zone in the next turn.
The exception to this is if a brigade is engaged with an enemy
unit. Then they may move in any direction they wish. This is to
show that a brigade would try to follow its orders but would engage
enemy troops if they came into contact with them.
When a change of command zone is given, it takes one turn for the
change to take effect (this reflects the time it take for the messenger,
on horse back, to ride to the commander and give him his new orders).
A command zone for a subordinate commander can only be changed
if that commander is within 12 hexes of their superior commander.
Otherwise there is a 50% chance that they will not receive their
orders (see command distance).
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