ORIGINAL: Laryngoscope
1. Advance means that a unit will move toward it's destination at 1/2 NORMAL speed and fire once per phase. Presummably if a target hasn't been pre-selected the advancing unit will auto target an enemy of opportunity?? A Turreted vehicle or Infantry should be able to target 360?? but a fixed gun can only target straight ahead? Is this right??
yes, that is right
2. Engage->Move means that a unit will move forward at NORMAL speed but if it does it can't then fire that phase. My question is that if the movement was small (say less than the distance covered by the advance command) then can the unit still fire that phase?? If not then Advance is a better command for short distances (< 1/2 movement allotment). The manual also mentions that the Engage command will target and/or move. Does that mean that if a target is sighted and an Engage->Move command given the unit will shoot instead of moving that phase or move instead of shooting??
3. Engage->Target (similar ?? as for Engage->Move) Will the unit actually *move* it's position (x,y) to bring the target into a solution or just rotate as the manual implies. If it moves or rotates does this then not allow it to shoot for that phase?? As per the general Engage rule?
the main point of engage is that it lets DIFFERENT units in the same squad move and fire. so some can move while others fire. All other commands are 'all move' or 'all stay' sorts of commands. engage allows for some flexibility. Also, a unit that turns it turret to fire will miss some or all of its firing opportunities baded on how much the turret turns, the units turret turning speed, and the units rate of fire.
4. Withdraw. What is its speed? Do you get a move and fire each phase or just one per turn? Is it in effect Advance backwards?
yes, think of it as advance backward
5. Defend->Move the manual makes it sound like this is exactly like the Engage->Move command (move OR shoot each phase), but with the limitation that the move distance is capped? In what situation would I use this over Engage->Move?
you get to fire both phases vs only one phase.
6. Defend->Stay = Engage->Hold - Is this the default order for a platoon?
7. Defend->Facing if the facing changes for a phase do you also get a firing opp?
all defends let you fire both phases, however moving will lower your accuracy. (defend move/face)
8. Regroup. What movement/firing rules does this work under exactly. Advancement rules or Engage->Move rules?
more like the engage-move rules
And finally just a few last questions?
Platoon orders are great mostly but sometimes you need a little finer control on positioning of your units. An example would be to advance one unit a small way but withdraw another to setup a better position. Is there a way to do this? It is possible possible to give individual firing commands to each unit so why not movement orders?
yes, for all orders, once you set the commander's order (say advance) THEN you can go to each unit in the squad and give it a mini-advance order/destination. In other words, once you set the group order, you can then go independently set each unit in the group to a new destination (over-riding the default destination it got from the commander's order
If I have a platoon of say 3 tanks in a good firing solution (2 of which are track immobilised but still able to fire) and I wish to take the commander and Rush him off somewhere else (he is not immobilised), do the immobilised tanks still get a shot in each phase (as they should), even though they are technically under Rush rules (and hence forbidden shoot for the phase)?
regardless to order, all units that are not moving (reached destination, disabled etc.) get to fire. In effect, the phase restrictions on firing are only there to hamper moving units.
Thansk!