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"The Case for Written Orders" Topic


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Personal logo ochoin Supporting Member of TMP13 Jul 2026 5:59 a.m. PST

In the 'Aggression'thread,Martin Goddard brought up another aspect of command in tabletop wargames: written orders.
TMP link

Some rules, such as Shako, require players to write detailed orders before the battle begins. If a commander wants to change those orders, it isn't instantaneous. An ADC has to carry the new instructions to the brigade commander and that takes time. Our version of the ECW rules Victory Without Quarter uses a similar system.A formation must continue to follow its orders if possible, until instructed otherwise.

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I find this changes the whole feel of a game. Instead of reacting every turn to what your opponent does, you're encouraged to think ahead, anticipate likely developments and live with the consequences of your decisions. Changing your mind becomes a meaningful command decision rather than something you do because the dice or cards didn't go your way.

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On the other hand, written orders do add paperwork and can slow a game, especially for newcomers or in large multiplayer battles.

For those who've played with written-order systems, do they make for a better game? If so, why? And if not, what command mechanism do you prefer to represent the "fog of war" and the friction of battlefield command?

Personal logo Herkybird Supporting Member of TMP13 Jul 2026 6:14 a.m. PST

In my AWI/7YW rules link we have a die roll (D4) which allows an officer to attempt that many order changes (or reorganise etc) and these succeed on a D6 dependent to the distance from the unit. Until this order is received, the unit has to attempt to continue what it was doing. So sort of like what you describe.

Personal logo John the OFM Supporting Member of TMP13 Jul 2026 6:47 a.m. PST

Don't like written orders. Never have. Never will. By Jove!
The "fog of war" is more than adequately represented by my bad decisions, even worse die rolls, and the scoundrels across the table from me not doing what I expected.

Personal logo aegiscg47 Supporting Member of TMP13 Jul 2026 7:36 a.m. PST

Written orders are an interesting aspect of gaming and some rules such as The Complete Brigadier had very detailed order mechanics that worked well. The main issue is that gamers being gamers, the written orders had a lot of "gray area" that caused the entire experience to go a bit wonky.

Today, not many gamers I know of would be interested. Between the icons on Saga dice to Hail Caesar/Black Powder mechanics, that's about as far as most of today's gamers want to go.

Personal logo Extra Crispy Sponsoring Member of TMP13 Jul 2026 7:42 a.m. PST

Et Sans Resultat has a very elegant system. Each formation has an objective. Every turn, you move full speed toward it. You can try to change an objective. Otherwise troops march til they reach it, or run into the enemy.

Lascaris13 Jul 2026 8:27 a.m. PST

Agree with Mr. Crispy. I came here to say ESR has a great system without being overly burdensome.

cavcrazy13 Jul 2026 8:39 a.m. PST

I have played in games that had written orders, too many players will at some point ignore their orders and play their game as they see fit. It makes for a very contentious game when that happens.
I like discussing the game beforehand, make a plan, and like all the best laid plans, we watch them fall apart after the first turn.

TMPWargamerabbit13 Jul 2026 9:51 a.m. PST

I use a different tack on orders. For my Horse and musket era games the commanders have a set of colored chits to place under their miniature. The colored edge clearly shows the aggressive or passive capabilities for that command. A commander and his command could be a unit, and brigade, a divisional type or level commander. Higher commanders like Wing, Corps, Column use either a Advance position (aggressive forward order pool is available (chits) or Hold position…defensive in order pool selection (chits).

Now the actual colored command chits are:
Attack – Any and all actions permitted, close range combat, firing, melee, charging home with declared offensive charges. But this command order burns army morale twice as fast so the player/ commander better be attacking hard and not holding back. Take that position, destroy the opposite forces, clear the way and advance fast.

Engage: Close towards the enemy, stay in front of them but avoid close range contact. long range firing, skirmishing, only defensive counter-charging. Sort of pin the opponents in place order while the attack hit another location.

March: Movement order basically with formation restrictions.

Reserve: Hold in reserve. The beauty of this order it counteracts some of the expense of the other orders every game hour calculation. Hence a player side which has reserves will win the long battle.

Defend: Like the Attack order unlimited actions but constrained by requirement to hold a position area or landmark.

Rest: Similar to the reserve but command is in camp mode.

Changing the order chit has a process and additional time or delay occurs.

So I don't have to write orders for commands or units. The hourly cost factor against army morale forces the players toward management of forces and the aggressive or passive capabilities.

Grattan54 Supporting Member of TMP13 Jul 2026 10:01 a.m. PST

I have tried written orders. Don't think they really add much to the game. Haven't used them for years and likely will never use them again.

martin goddard Sponsoring Member of TMP13 Jul 2026 11:55 a.m. PST

I don't like written orders. The last time I used them was in 1973 with WRG 4th edition.


martin

robert piepenbrink Supporting Member of TMP13 Jul 2026 11:56 a.m. PST

My enthusaism for written orders is very limited. I spent too many games in which things ground to a halt for the preparation of those orders, and far too much of my life listening to someone explain how his written order should be interpreted in some very strange way which was the perfect response to the other player's order.

In big battles, a courier can cover a lot of ground in the time represented by a turn. In small battles, the General can pretty much ride over and deliver an order directly in the time represented by a turn.

My preferred solution in large battles is a chain of command. Give someone your left flank, tell him what you want him to do and watch what he does instead.

Lots of people feel differently. I don't say they're wrong.

R

Personal logo Herkybird Supporting Member of TMP13 Jul 2026 12:23 p.m. PST

I really hated written orders for the reasons cited above.

Personal logo John the OFM Supporting Member of TMP13 Jul 2026 1:07 p.m. PST

@martin Goddard +1
And they were a disaster, weren't they? 😄
I remember reading in Slingshot from a guy with a Gothic army. He wrote specifically about when his HC should dismount.
"I couldn't keep them on their horses!"

79thPA Supporting Member of TMP13 Jul 2026 1:15 p.m. PST

Generals rarely received detailed written orders, so why should our miniatures?

14Bore Supporting Member of TMP13 Jul 2026 1:36 p.m. PST

Don't use written orders at home, can't remember a game with them at conventions, yet do fully believe it would be better to use them. More arrow launched than heat seeking missile.

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