Multiplayer Online Games: java, free and pay per play
Online Games
   
Sidebar
Introduction
Victory Points
Turn Sequence
Brigades
Commanders
Artillery
Command Distance
Fire Combat
Close Combat
Modifiers
Morale
Command Zones
Chain of Command
Visibility
Stacking
Ground Scale
Initial Deployment
© 2003-2009 Tower Games. All rights reserved.
Line of Muskets Rules
 
 
Command Zones

"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.

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).