AGEOD is developing a new Civil War game based on their excellent “Birth of America” engine. Lead developer Pocus has been slowly unveiling various features of the new game over at the AGEOD Forums. This series of blog entries will be covering the features as they are released.
Specials Orders in AACW is the tool provided to the player in order to adjust finely how you want your armies and fleets to interact with the map or your enemy. Not all are available at a given time, as many are contextual to the place where is your army (build something eg), how able is your commander (if he is activated eg), or need to be triggered by a special unit or a specific condition (promoting a general eg).
Here is the list of orders which will be available. Don’t hesitate to ask questions!
Ambush: Irregular units, like partisans, indians, rangers and raiders can try to set an ambush in wild, hilly or forrested regions. If they succeed they will have great combat benefits against an enemy entering the region, including first fire and the possibility to retreat easily.
Forced March: Forced march allows the force to move at a faster pace, but stragglers will result in a loss of combat potential. Good leaders and light units are more able to succeed.
Shelter in cityscape (when movement end): The force will enter the cityscape (city or fort) in the region they end their move. Useful when you want to garrison a structure with a force away from it at the start of the turn.
Make a (conditional) sortie: Your force is currently within a besieged fort or city. By ordering a sortie, it will join any combat initiated by a relief force outside the structure.
Naval Bombardment: Your fleet has some bombardment capacity and will bombard the first coastal structure or entranched position they encounter, provided you also have a force in the target region (support bombardment only). The enemy can retaliate in force if he has emplaced guns.
Build a depot: The force will build a depot, by expanding 2 supply units.
Build a Fortification: The force will build a fortification network, by expanding 2 supply units and 2 artilleries units.
Build rail network/repair rail network: The force will build or repair the rail network in the region. Repairing is far faster and less costlier than building.
Destroy Rail network: The force will destroy the rail network in the region.
Destroy Fortification: The force will destroy the fortification in the region.
Move by River: The force can now benefit from the Riverine privileged Movement, and can travel accross rivers during the turn.
Move by Rail: The force can now benefit from the Rail privileged Movement, and can travel accross rivers during the turn.
Synchronized Move: The Army HQ and subordinates corps in the same region will move together, at the pace of the slowest corps.
Promote a leader: The leader has gained enough seniority to be eligible for promotion to a new rank.
Combine Units: The selected units can be combined into a single one. If a division HQ is in the selection, you will be able to detach them later, if not the combined units return to the force pool and fill up the rank of the first selected unit.
Detach from unit: The unit is made of several, agregated units and will be split.
Form up an army: You form an army by combining a GHQ unit with a leader of rank 3. The stack is now acting as an Army HQ and corps can be attached to it.
Dismiss an army: The army is dismissed, thus reverting to independent force status. All corps are dismissed too and revert to independent force status.
Attach corps to army: A stack containing a 3 or 2 -stars leader is declared as a corps of an army nearby.
Detach corps from army: The corps is detached from its parent army and revert to independent force status.
Evade fight (land or naval): the force is trying to escape fight in traveled regions. The chances are based on the Evasion value you have compared to the Patrol value your enemy has in the regions.
Early board of the special orders planned. Some are deprecated, some are not shown.
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