DBMM Forum
General Category => Rules Questions => Topic started by: loki223 on September 07, 2007, 04:38:27 PM
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how does one change orders?
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By changing the PIP allocation
Only of use to regulars
Costs 3 PIPs (by C-in-C) or brilliant stroke
Regards
David Mather
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Hi
>Only of use to regulars
Or to Irregulars trying to make an Unreliable Ally become Reliable ?
Cheers
Gary
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how does this work...the CNC command gives up 3 pips so he can change the dice allocation for all the commands???
is this in the currrent bound or the next bound that this takes effect??
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Hi
>Only of use to regulars
Or to Irregulars trying to make an Unreliable Ally become Reliable ?
Cheers
Gary
I'm intrigued - how ?
Are you just refering to the 3PIPs spent to try and activate an ally or is there some bit tucked away in the rules that lets you swap dice for irregulars improving the chance of making unreliable allys reliable
David Mather
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how does this work...the CNC command gives up 3 pips so he can change the dice allocation for all the commands???
is this in the currrent bound or the next bound that this takes effect??
The C-in-C pays 3 PIPs this bound and can change the allocation for NEXT bound onwards for any or all regular non-allied generals within 2000p. Next bound (the first bound that it takes effect) there is a PIP penalty for troops in any command whose allocation has been changed.
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so from the time you spend those pips, from then on in any bound your can allocate you dice pips to each command as you see fit?
but only if they are Regular and within 2000 paces.
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Lets go with an example
Its 4th bound and I have three regular commands
Command one which includes C-in-C has highest dice allocated to it
Command two has next highest
Command three has lowest
I roll 5, 3, 1
I allocate 3 of the 5 PIPs that Command 1 has to change orders (this will be to reassign my PIP allocation to the following)
Command one has lowest
Comamnd two has high/average
Command three has high/average
You can expend the 3 at any time during the bound but it will have no impact in Bound 4
In Bound 4 Command 1 has 2Pips for movement (5-3) left Command 2 has 3 and Command 1 has 1 because that was the allocation when the dice were rolled at the start of the bound
The C-in-Cs position on the battlefield in relation to the other commands is irrelevant to Changing Orders - there is no visibility or distance restrictions
Its now Bound 5
I roll 5, 4, 2
Command 1 now gets the 2
Command 2 now gets (5+4)/2 rounded down 4
Command 3 now gets (5+4)/2 rounded down 4
All three commands will suffer a PIP penalty this bound because of
(b) Order change confusion
If the C-in-C changed the command's orders last bound, unless by a brilliant stroke
So any troops moved/etc this bound pay 1 PIP more
Bound 6
PIP allocation as per Bound 5 and so on
Change Order Confusion is now not applicable
The C-in-C can change it again if he wishes - but in this example he will need to wait until the lowest dice is at least a 3 as his command now has the lowest dice allocated to it
The key paragraph in the rules is p26 Player Initiative Point Dicing - 3rd para
Hope this helps - its a useful one to get you out of scrapes or exploit advantage -
Regards
David Mather
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wow i was really off.
thanks for the help.
this is usefull also for those commands that get into a good position and keep throwing away alot fo pips.
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Also useful for impetuous troops that you want to be able to manouevre to contact then are pretty much self-propelled.
regards
Doug