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Special Orders and movement priorities

Aces and Hot Spots organizers and authorized OpFor helpers · Reviewed for v433

Apply Move First/Last, Forced Withdrawal, Fleeing, objectives and indirect-attack preparation during shared initiative.

Movement and orders

  1. Open Campaign > Tabletop assistant > Initiative assistant. Move First replaces movement priority with 000; Move Last replaces it with 1000. The token is discarded as soon as that unit moves and never changes combat priority. Immobile, shut-down, withdrawing and fleeing units cannot receive either token.

  2. Forced Withdrawal and Fleeing subtract 500 from printed movement priority, ignoring other priority modifiers. Negative values remain valid. The Special Order card replaces normal behavior columns. Fleeing units always Sprint, ignore both Movement and Destroy Objectives, and never attack. Withdrawing units ignore Movement Objectives but may still attack.

  3. Reviewed Scouring Sands mission instructions apply automatically, including commander exemptions and withdrawal suppressed until the specified commander is destroyed. Commander-wide withdrawal orders persist for that sortie. Settings > Use Forced Withdrawal adds the optional crippled-unit rule; it does not disable printed mission orders.

  4. Choose Unit Special Orders from initiative to record an explicitly instructed withdrawal/fleeing order, shutdown, existing overheat or a tabletop Movement Objective. Save one saved unit at a time; selecting another loads it in place and retains unsaved edits. An explicit movement order requires its scenario/commander instruction in the notes. Update shutdown/overheat facts when they change; the assistant does not infer native heat or positions.

  5. Movement Objectives prepend the printed zero-numbered filters. Mission exceptions are shown with the source card. Resolve position, distance, escape paths, convoy die rolls and geometry on the tabletop.

Targets and indirect attacks

  1. Battlefield Destroy Objectives records markers/buildings separately from purchased units. Defaults: immobile, TMM −4 always considered lowest, MV/damage 0, no OV, highest-PV preference. Armor/Structure/Size are 0 for markers or current CP for buildings. A mission-designated actual APC retains its real vehicle stats. Only consider objectives when filters or a color-priority list select them. Fleeing ignores them.

  2. At the start of the automated force’s combat activations, priority-000 preparation appears when IF/ART units are present. It does not preempt player attacks. Identify units without direct line of sight, then record one target and eligible allied spotter using the commander’s battlefield-support filters and the printed spotter preferences. All selected indirect units keep that target for the phase.

  3. If the spotter’s attack damage is below the combined IF/ART damage, mark that comparison: the spotter does not make its own attack. Otherwise it may still attack normally. A spotter cannot be one of the participating indirect attackers. With no qualifying spotter, record the blocked units; they do not fire. Units with line of sight use direct fire.

  4. Actual indirect attacks retain their normal card-back priorities. Do not add overheat damage; a participant already carrying overheat heat cannot fire. If the recorded target is destroyed, skip the attack without retargeting. Existing card restrictions still apply.

  5. Only the organizer and authorized OpFor helpers can edit hidden orders/objectives or see the source cards. These actions do not purchase units or charge the Warchest. Shared revisions, CSRF, audit and repeat protection apply; ordinary players can still mark due units processed without revealing hidden instructions.

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