Armour Battles – Staff Orders

Romel and Staff

This post explains how to use Staff Orders.

Each Command HQ is supported by a team of Staff Officers dedicated to the running of the army. As the Command HQ you’re concerned with ordering and motivating your troops while your Staff Officers coordinate the support needed to win. Staff Officer abilities are tracked using Staff Orders and can be used to call artillery missions (available in Battles 2 & 3), as well moving and rallying units.

Initial Staff Orders

The initial number of Staff Orders are listed in the Mission Briefings for each battle group.

Restocking Staff Orders

As the game progresses, you’ll run low of Staff Orders. The briefing you gave before the battle is represented by the initial Staff Orders, but as they call artillery, move reserves and help you issue orders, their knowledge of your requirements is reduced. Unless you take the time to update your staff officers on the current situation, they’ll become distanced from your needs.

A Double Dice Chain allows you to add one Staff Order. A Triple Dice Chain allows you to add two Staff Orders, a Quadruple Dice Chain allows you to add three Staff Orders, and so on.

You cannot use Staff Orders in the same turn that you stock them – it takes time for the orders to be assimilated (but see Instant Staff Orders).

Maximum Number of Staff Orders

You may have as many Staff Orders as you have Command Dice. If your number of Command Dice decreases the maximum number of Staff Orders you can store is also reduced. You keep any excess Staff Orders, but you can now only restock up to the reduced number of Command Dice.

Instant Staff Orders

Any Dice Chain consisting of 6s lets you issue instant Staff Orders. Instead of storing them for later, you can use the Staff Orders immediately.

Using Staff Orders

Staff Orders may be used in the Logistics Phase to adjust artillery missions, and at any point after the Logistics Phase for other orders.

Command Staff Orders

Command Staff Orders are identical to Command Orders. You can use Staff Orders instead of or in addition to Command Dice.

  • Move & Fire
  • Commit Reserves
  • Disengage Group
  • Rally Group
  • Remove Unit Suppression

Staff Orders Only

The following orders are only available as Staff Orders.

Create a Larger Dice Chain

Staff Orders may be used to create Double or Triple Dice Chains. You can combine them with Command Dice to create one or more chains, or you can use multiple Staff Orders. You must, however, create the Dice Chain before rolling to see how effective it is.

Wild Dice

A Staff Order is effectively a wild dice. It can add +1D to any Reaction Check, Direct Fire roll or Rally attempt. This bonus can be used at the same time as a Command wild dice, giving you a +2D bonus.

Off-Table Assets

The rules for artillery are presented later. The rules here describe how Staff Officers direct off-table assets. You don’t need these rules to play Battle 1.

Call Artillery Mission

This order calls an Artillery Mission for an artillery battery.

Call Smoke Mission

This order calls a Smoke Mission for an artillery battery.

Adjust Artillery

Using a Staff Order, a battery’s Impact Marker may be adjusted up to 4” in any direction providing a unit acting as the battery’s Forward Observer can see the new location. If the battery is already firing for effect, there is no need to check again for deviation. If it has not fired for effect yet, roll for deviation when it does.

Maintain Artillery & Smoke Missions

Artillery and smoke missions are cancelled when a Command Failure occurs, but may be maintained with a Staff Order. This is useful when your artillery has been called, but hasn’t fired for effect yet.

Cancel Fire Mission

A fire mission may be cancelled for free: it doesn’t need a Staff Order. A new fire mission may be plotted next turn.

Next Post

The next post lists all Command and Staff Orders for easy reference.

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