After playing a command card, announce which corresponding units will receive orders. Figures grouped together on the same hex form a battlefield unit. Only those units that are issued an order may move, battle, or take a special action during this turn. Only one order may be given to each unit during the course of a single game turn.
When a unit is on a hex with a dotted line, it may be ordered from either the flank or centre section card play.
If a command card issues more orders in a given section of the battlefield than the number of units in that section, those additional orders are lost.
Tank Bogged Down Recover
- To recover a bogged down tank, the tank must be ordered.
- When ordered, the player may gain 0, 1 or 2 recovery dice, based on the tank, to roll to return the tank back to normal status: see Tank Specifications rule section Recover. In addition to dice gained when ordering the tank, a maximum of three additional recovery dice, can be rolled by spending HQ tokens. One additional die is rolled for each HQ token spent.
- All dice are rolled at the same time and the Tank recovers and is back to normal status when one or more HQ symbols are rolled. Remove the bogged down marker and the tank may move and/or combat this turn.
- HQ tokens are not collected when rolling to remove a bogged down marker.
- If no HQ symbols are rolled, the tank remains bogged down. The tank may still battle this turn, but the tank’s combat dice are reduced by 1.
Tank Ditching
After a player makes an unsuccessful roll to recover a bogged down tank, the player may choose to ditch the tank. The bogged down marker is flipped over to the Ditched Tank side.
- A ditch tank may not, move, battle or attempt to recover.
- The same procedures are used when targeting and confirming hits on a tank with a ditched tank marker as a tank with a bogged down marker.
- The main reason a player may choose to ditch a tank, is that a tank with a ditched marker is only worth 1 Victory Medal when eliminated by your opponent.