Troop quality Troops are classified as Inept, Green, Stubborn, Dashing, Skilled, Thrusting, Fanatic or Irregular. These classifications can restrict choice of Tactical Modes (explained hereafter) and also govern reactions to casualties and overrun situations. Tactical Modes Command elements can choose how to fulfil their orders by declaring a Tactical Mode – Salvo, Hold, March, Attack, Assault, Dash, Stalk, Skirmish, Slow, or Gap. Each Tactical Mode has its own movement and firing specifications. An element’s choice of a Tactical Mode can be restricted by orders, troop classification, terrain and combat results. Exigency Modes These are the same as Tactical Modes except that they are imposed while specific circumstances apply, such as being shot at. When these cease, elements revert to their Tactical Modes. Firing For direct fire, first dice to check for full or partial acquisition, specify the type of fire—Aimed, Volley, Suppressive—then dice to see if the fire is effective. Area fire is not dissimilar to the above except that - Area fire resources are allocated Under Command, In Direct Support, In General Support, to Counterbattery, or at Priority Call. These classifications determine responsiveness to requests for fire support (which may not always be approved when required and may sometimes be supplemented by additional firers). Firing tasks are defined as Counterbattery, Programmed, Defensive or Impromptu. Each type of task has its own requirements for availability and activation. Targets are classified as Registered, Observed, or Predicted; these classifications affect aiming point accuracy and corrections. Possible fire patterns are Bombardment, Fireblow, Harassing, Concentration, or Barrage. These patterns have their own availability requirements and affect beaten zone dimensions and munition effectiveness. Combat results Successful fire causes the target to be Suppressed or Neutralised. Then check for Knock-out. When carrying out Attack or Probe orders: Neutralisation may cause a platoon to become pinned Pinning or Knock-out may cause a company to become repulsed (which in turn may require it to retreat or change to Hold orders). Regardless of orders, overrunning may also cause retreat or surrender results. If all of a company's troops retreat in the same move, a rout may ensue. Repulsed, retreated or routed troops must be rallied before they can advance or be given a new order, as must troops that have attacked and occupied an objective. References Monographs Barker P 1988, "A new WRG approach to wargaming tank combat," The Courier, vol VIII, no. 1 Peers C 1996, "An officer