Menu:

Latest news:


Headquarters and Courier Rules


  1. Couriers only move during the officer casuality phase.
    1. They may move as officers. If so, 12 on 2d6 (or less if closer to the enemy) means they are removed and the message not delivered,
    2. They may move twice officer movement. If so, 6 on 1d6 (or less if closer to the enemy) means they are removed.
    3. They are always rolled for at the end of their move and before they deliver the message.
    4. If contacted by an enemy unit they and their message are captured. They may not be the object of a charge.

  2. Finding Commanders.
    1. Commanders of forces must be searched for and found before a message can be delivered unless the commander has an established headquarters
    2. To locate a commander a courier must be in contact with a unit under that commander's control and have rolled an appropriate number on the commander location roll.
    3. Commander Location Roll. On the first turn of contact a 9 or better on 2d6 is needed to locate the commander. For each subsequent rolls the needed roll decreases by one (8 on second roll, 7 on third...).
    4. Couriers who fail their location roll may move only to the next closest unit in the following turn.
    5. Once a commander is located the courier may move directly to that commander.

  3. Headquarters
    1. Brigade commanders may not establish headquarters. They must be searched for by each courier.
    2. Army, Corps and Divisional commanders may establish a headquarters. To do so the headquarters must be declared before the game begins or the general must stay in place for four moves (two if at a building). When a headquarters is established couriers may move directly to the headquarters.

  4. Commanders may leave their headquarters, but couriers move to the HQ and must roll as if looking for a general.