PBeM
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Scenarios
The Panama Gambit
The Finland Excursion
The Mexican Adventure
Battle of the Bulge
Stalingrad
Antietam
The Alaskan Retribution
The Battle of Crete
The Banana Republics
The 30 Year War
Academy Training Grounds
How to Play
Introduction
  Signing In
Alliances and Combatants
Reading the Map
Terrain and Infrastructure
  Roads and Railroads
  Moving Units
  The Fog of War
  Terrain Ownership
  Economy
  Command and Supply
  Victory Conditions
  Doing Battle
  Air- and Sea-Lifts
  Long-Range Weapons
  Creating Orders
  Submitting Orders
  Updating Intelligence
  Trouble-Shooting
  Beta-Test Results
Learning by Example
Introduction
  Fire and Shell
Attack
Move
  Airlift
  Sealift

 

Command

Most units will need to be in command, meaning they will need to be within the range of a command vehicle. This range value will differ from one scenario to the next but should probably be somewhere between 4 and 8 squares. Every unit within this range will be able to receive the commands submitted by the player.

 

Command Property

Not all units need to be in command to receive orders. Some scenarios will contain units that are free to roam the map without the need to be within the range of a command vehicle. In "The Panama Gambit" for example, Guerilla and Paramilitary units are exempt from the command structure.

 

Command Budget

There are also a number of units which, though they require a command structure, are allowed to leave the command area for a specified number of turns: the command budget. In the "Panama" scenario, U.S. Seal units i.e. have a command budget of 5 meaning they can be outside the reach of a command vehicle for up to 5 turns without incurring any penalties.

 

 

Command Units

Some units have the "Command" attribute identifying them as command units. Each scenario has a different set of command units so make sure you identify these.

 

Out of Command

If a unit is out of command (meaning out of reach of a command unit and depleted any command budget it might have had) the penalties are steep. Every order a player submits to such a unit will have a 33% chance of getting through which means that these units will usually be at the mercy of their opponents without being able to receive orders to fire, attack or even retreat.

 

 

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