COMMAND

 

Orders are the means by which all is accomplished in war. The leader of one country gives the order to his generals for the army to invade another country, the generals order the divisions to attack a city, the colonels and majors order their regiments and battalions into position to cross a river, the captains order their platoons to advance to the bridges, and finally the squad leaders order their men to take the bridge!

 

Your actions and the actions of your soldiers are governed by the orders you give them. Orders are the means by which a “plan of action” is transformed into “action”. In FRONTLINE you have a chain of command that stretches from your highest command unit down to your individual squads, tanks, and gun crews. Each command unit issues orders to the units below it, the units below then try to execute those orders as best they can by issuing orders to units ( possibly single soldiers by now ) below them to perform certain task. EVERYTHING THAT HAPPENED IN W.W.II. HAPPENED BECAUSE OF ORDERS!

ORDERS

Below are orders that may be issued to units in FRONTLINE, with a brief explanation; full explanations are found in the sections in parentheses. Some orders must be combined with other orders, in those cases both orders must be paid for.

 

ACTIONS: Most of the orders involve some type of action: moving, firing, sighting, working, etc. Units are only allowed to perform 2 actions per impulse.

 

RECORD KEEPING

 

Markers: All the following Orders, Actions, Activities, and Conditions are represented by markers in the form of colored squares with the order, etc.. printed on them. Place the appropriate marker next to the figures or with the unit that the marker applies to. When a marker applies to the entire squad, crew, etc.. place the marker with the current command figure of that unit, if it applies only to one figure, group of figures, or object ( gun, tank, building, ect... ) it should be placed with those figures or objects.

 

 

MOVE  +1

 

Allows units to move and spot, or move and fire. All guns or weapons requiring setup time may deploy using this order but spot as moving and distracted. ( see "Movement" section )

 

OVERWATCH  +1

 

Allows units to attempt to sight and fire in either “Fire phase”. No other actions are allowed. ( see "Combat " section )

 

CLOSE ASSAULT  +1

 

Use this order when assaulting fortified positions, vehicles, or moving into Hand to Hand combat. This order must be combined with a move order. Add one half a D6 to movement for one turn only. ( see "Close combat" section )

 

WITHDRAW  +1

 

Allows units to move rearward, in an orderly fashion, away from the enemy. Receives modifiers of + 2 to its firing rolls and + 2 to firing rolls of units firing at it and gets a positive modifier of + 2 for any morale checks. This order must be combined with a move order that must be paid for. May sight or fire. ( see "Withdraw order " in the “movement” section)

 

TAKE CHARGE  +2

 

This is used by leaders at various levels to take command of a unit not normally under their direct command. ( i.e.: platoon sergeant taking command of a leaderless squad  or a squad leader combining the remnants of two partial squads ). ( see "Command" section )

 

DETACH TEAM  +2

 

This order may be used by leader figure to detach a small group from a squad or a squad from a platoon, to operate out side the normal command radius. ( see "Command" section )

 

 

Actions, Activities, or Conditions

 

These are not orders as such, but indicators of a condition, activity, or action, and cost nothing.

 

COMMAND POINT ( CMD )

 

These are issued to leader figure at the beginning of every impulse and used to keep track of the leader’s command points. Keep face up until used, then turn over.

 ( see "Command" section )

 

PRONE

 

Used to indicate troops in the prone position. May only be issued or recalled in the Command phase or issued only at the end of the First fire phase. ( see "Movement" section)

 

RUN

 

Used to keep track of “teams” or “units” that are running so appropriate modifiers are used when sighting or firing with or at these “units”. Must be combined with a movement order ( see "Movement" section)

 

WORK

 

Allows units to perform actions such as digging in, fortifying, etc. Engineers use this order to set charges, lay mines, etc. Unit may sight as moving and distracted. Must be combined with a movement order ( see "Movement" section)

 

SUPPRESSION

 

Indicates troops that are being suppressed by fire and must obey rules for suppression.

 ( see "Combat" section )

 

MORALE CHECK

 

Place this marker on any unit that takes casualties to indicate and keep track of units that must take morale checks. Remove once check has been made.

 ( see "Morale" section )

 

SHAKEN

 

Unit has failed a morale check and must operate under all modifiers for shaken condition

 ( see "Morale" section )

 

BROKEN

 

Unit has failed a second morale check and must operate under all modifiers for broken condition. (see "Morale" section )

 

TARGET SPOTTED  &  TARGET ACQUIRED

 

Used to keep track of units that have been spotted or acquired. ( see "Sighting section )

 

BUTTONED UP & UN-BUTTONED

 

Used to indicate vehicles that have their hatches open or closed.

 

GUN KO'd

 

Marks guns that are knocked out and can no longer fire. ( see "Combat” section  )

 

OUT of AMMO

 

Use this marker when using the optional ammo depletion rules, to keep track of units and vehicles that are out of ammo. ( see "Combat” section )

 

CREW FLED

 

These markers are used for indicating abandoned guns or vehicles whose crews have fled.

 

SMOKE

 

These markers can be used to indicate areas that have been hit with smoke rounds, smoke from fires, etc. String them out to cover the area affected by the smoke.

 

GAP

 

Indicates openings in hedges, fences, walls, etc. Gaps may be man made or natural.

 ( see "Movement" section )

 

ARTILLERY CROSS

 

Indicates a request for an artillery strike or spotting round at this location.

 ( see "Indirect fire" section )

 

ARTILLERY HIT

 

Represents the point at which rounds actually hit. ( see "Indirect fire" section )

 

TRACKING

 

Used to track possible targets during movement. ( see "Combat section" section )

 

More information on ORDERS and MARKERS can be found in the different sections the ORDERS and MARKERS refer to.