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"Command Decision Test of Battle?" Topic


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05 Jun 2013 8:18 a.m. PST
by Editor in Chief Bill

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Comments or corrections?

ge2002bill Supporting Member of TMP05 Jun 2013 8:13 a.m. PST

I don't have the rules. Two questions please:
-----
1) Is it simultaneous
or
Side A moves and afterwards Side B moves – disregarding opportunity movement and fire?
-----
2) Based on unit skill, is there an activation procedure to move and shoot disregarding opportunity movement and fire?
-----
Thank you in advance,
Bill

Dynaman878905 Jun 2013 8:22 a.m. PST

1 – It is no longer simultaneous movement.

2 – Not exactly but if you fire on a unit a poor quality force will have a much higher chance of being pushed back then a high quality force. Unlike other games there is no need for a "hit" in order to check morale, all that is required is to have been fired upon, without a hit a high quality force almost always passes while rabble almost always fails regardless of being hit or not. There is a wide range of results for failing, from being pinned to routing away (been awhile since I read the rules so I may have that overstated a bit)

Martin Rapier05 Jun 2013 8:42 a.m. PST

Unit activation is based on command stands and HQs issuing orders, not unit skill. Forces with better command capability get to issue more orders.

Orders are issued and revealed simultaneously, but movement is executed sequentially (obviously you don't have to do it that way and could just revert to the old simultaneous execution if you prefer).

There is no such thing as 'opportunity movement', in either these or the majority of other rules I have seen (I can think of one or two examples).

Unit skill is primarily reflected in rate of fire, hit probabilities and saving throws to being hit as wel as artillery calls etc. Elite units will tear enormous holes in green ones extremely quickly.

(Jake Collins of NZ 2)05 Jun 2013 1:28 p.m. PST

In CD you can always shoot, but you need orders (as described above by Martin) in order to move.

SpaceCudet06 Jun 2013 1:48 a.m. PST

1 – It is no longer simultaneous movement.

You dice off and the player with the highest roll moves first, then the second player moves then shooting is simultaneous, for each category of shooting – Prep, opportunity and general.

The change was made because it's simpler to govern without a GM. If you wished to do simultaneous movement it would be a very simple change that would not affect the game.

2 – As previous posts have said morale has a much bigger impact in CD:ToB than is most other games. So until combat is joined your units will do exactly what they are told but once the firing starts stuff will start falling back etc even with no casualties.

ge2002bill Supporting Member of TMP06 Jun 2013 9:43 a.m. PST

Thank you very much Sirs.
Simultaneous is not what I want – therefore good news.
Very helpful.
Bill

DavidinGlenreagh CoffsGrafton18 Jun 2013 9:19 p.m. PST

The Command bit of CD-TOB is also very important – in most games you will not have enough command stands to do what you want to do when you want to do it – a great challenge (and advantage) of the game is making the most of what you have. Definately my favourite game system for teh 20th C.

Grumble8710604 Sep 2013 8:21 a.m. PST

My favorite 20th-century operational-level rules, too. One of the many things I really like about CD4 is the artillery rules. Artillery does what it historically did in WW2 -- a lot of suppression of units without damaging them, but enough of a chance to do serious damage, too. And suppression has definite effects that reward the player who uses artillery as it was intended.

tuscaloosa23 Sep 2013 3:54 p.m. PST

I find CD to be most accurate for rewarding players for putting together a combined-arms assault. It's far, far away from just shoveling some stands forward to see what happens.

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