Civil War OnLine

Rolling of the Drums

Player Support Page:
Using The ROTD Order Submission Form

Rolling of the Drums (ROTD) is the land combat module of the Civil War OnLine (CWOL). In this module, players send orders for their brigades via a web page which processes the orders and forwards them to the ROTD server. This help page explains each entry on the ROTD order submission form and how to use the form to control the operations of the units you command.

The order submission form is divided into seven sections: Identification, Strategic Movement, Rail/River Movement, Tactical Movement, Reactions, Combat Attitudes, and Support. Each is discussed in turn below.

Before you continue with this document, take a look at the ROTD order submission form and become familiar with it.

After you send an order, you will receive a confirmation page that prints the contents of the order back to you. You can copy this into a file to mail to other players to let them know what your orders were (be sure to delete the line for your password if you do this). If you press the Back button on your browser from this confirmation page, you should (depending on your browser software) return to the orders form with the order still filled out. You can take advantage of this to send identical orders for multiple units, or to make minor corrections if you notice the need for them immediately.

1. Identification

The Identification section of the order form identify the unit receiving the order and the player sending it. It contains two text boxes, Unit ID and Password.
 
Unit Identification:  Unit ID: Password:

The Unit ID box must contain the ID of the unit you wish to send orders for. For example, US1IN is the Union 1st Infantry brigade, and CS13CV is the Confederate 13th Cavalry Brigade.
The Password box must contain the password of either the commanding officer or deputy of the unit named in the ID box.
If either the Unit ID box or the Password box is empty, the order will not be processed.

2. Strategic Movement

The Strategic Movement section of the order form controls the movement of the unit on the strategic map. It contains seven text boxes and four check boxes.
 
Strategic Movement: Path:  Entry square: 
  Make first move as strategic withdrawal
  March to battle Halt on enemy entry

Pursuit Halt on detection

The first six text boxes, labelled Path, contain the path the unit wishes to move in the six phases of strategic movement, one square per box. For example, a player might type G3-T4 in the first box, G4-T4 in the second, G5-T4 in the third, and G6-T5 in the fourth. Extra boxes are left blank. If you wish, you can skip a phase of strategic movement by skipping a box. For example, if a unit submitted G3-T4 in the first box, left the second and third blank, and G4-T4 in the fourth, then the unit would move to G3-T4 in the first phase of strategic movement, would not move in the second or third phases, and would move to G4-T4 in the fourth phase.You can move up to your full movement allowance no matter which phases you move in, as long as you move one square per phase. The strategic squares in the path must be adjacent (diagonal is fine). If they are not, the unit will not move to the non-adjacent square.
The Entry square text box contains the tactical square in which (or near which) the unit wishes to enter. Entry occurs at the tactical square along the appropriate portion of the tactical map edge which is nearest the entry square. For example, a unit with an entry square of 4-2 would enter at 4-0 when moving south, at 0-2 when moving east or southeast, or at 4-14 when moving north. By carefully selecting your entry square you can appropropriately control your entry square when moving in several different directions during strategic movement. If this box is left blank, the unit's tactical location at the start of the turn is used.
The Make first move as strategic withdrawal check box instructs the unit to makes its first strategic move during strategic withdrawal, if it is eligible to do so. If it does, it will move then, and it will not move in strategic phase 1. It will then make its second strategic move (if it has one) in strategic phase 2 and continue moving normally thereafter.
The March to battle check box enables the unit to move to battle. If this box is checked, and if the unit has no strategic path indicated, then the unit will move to the adjacent strategic square with the most units present, and at least one allied and one hostile unit. The unit will stay in its present strategic square if it has more total units (at least one allied and one hostile) than any adjacent square, or if no adjacent square has at least one allied and one enemy unit. A unit which successfully marches to battle will cancel the remainder of its specified movement path.
The Pursuit check box enables the unit to follow enemy units which move strategically. A unit with this box checked will attempt to pursue any enemy unit which departs its strategic square. If the unit makes a successful pursuit move, the remained of its specified movement path is cancelled.
The Halt on enemy entry check box allows a unit to cancel the rest of its strategic movement, as well as its march to battle option, if an enemy unit enters the unit's strategic square.
The Halt on detection check box allows a unit to cancel the rest of its strategic movement, as well as its march to battle option, if it enters a strategic square containing an enemy unit.
These text boxes and check boxes may be left blank or combined in any way desired.

3. Rail/River Movement

The Rail/RiverMovement section of the order form controls the movement of the unit on railroads and rivers. It contains two text boxes and one set of radio buttons.

Rail/River Movement
Destination:    Waypoint: by railroad  by river

The Destination and Waypoint boxes specify the path the unit should take in rail or river movement; the checkbox selects which mode of transport the unit should use. The destination must be specified; the waypoint is optional. The unit will find a path that brings it to the destination, via the waypoint if specified. The player does not submit the exact path (this would take too many boxes and the chance of a typo would be very high).

4. Tactical Movement

The Tactical Movement section of the order form controls the movement of the unit on the tactical map and its behavior in combat. It contains five text boxes, a check box, and three radio buttons.

Tactical Movement: Destination:  or  city or  ford/pass Waypoint:  Phase: 

Engage Phase:  to 
Line:
Front Second Rear
Bombard Target:  Phase: 

The Destination text box contains the tactical square the unit wishes to move to. Instead of a destination square, you can select the appropriate box to move to the city within the unit's current strategic square (if there is one) or to the nearest ford or mountain pass (if there is one). The Waypoint textbox contains a tactical square the unit wishes to move through en route to its destination. If Waypoint is not specified, the unit moves in a straight line to its destination. If Location is not specified, the unit will not move tactically (even if Waypoint is submitted).
The Phase text box to the right of the Waypoint text box contains the tactical movement phase in which the unit wishes to start its tactical movement. The unit will continue its movement until it ends. If it is left blank, 1 is used.
The Engage check box enables the unit to move to engage the nearest enemy unit. A unit with this box will move tactically into the square of the nearest enemy unit (or adjacent if combat is not permitted).
The Phase text boxes to the right of the Engage check box contain the tactical phases in which the unit wishes to start and end engaging enemy units. If it is left blank, 1 and 5 are used.
The Line radio check buttons indicate whether the unit wishes to place itself in the front line, second line, or rear lineof combat if it should enter combat. Front lineis selected by default. Exactly one of the Line radio buttons can be selected. The other options can be used or left blank in any desired combinations.
Bombard permits a unit with an artillery battery to fire in the bombardment phase. The unit cannot move in the same phase and there cannot be friendly units in the target square. The range is one square, that is, the unit must fire into an adjacent tactical square.

5. Reactions

The Reactions section of the order form allows the unit to react to events around it during the turn. It contains two check boxes and eight text boxes.
 
Reactions: Support:  Target:  Radius:  Phase  to 

Intercept: Target:  Radius:  Phase  to 

The Support check box indicates whether the unit wishes to move to support allied units in combat in other tactical squares in the same strategic square. If this box is checked, the unit will attempt to do so.
The Target text box to the right of the Support check box indicates the target square around which the unit will move to support allied units in battle. The Radius text box indicates the number of squares distance from the target square within which the unit will move to support allied units in battle. The Target and Radius text boxes together define a support box, in which the unit will move to support allied units. For example, if the Target is 9-6 and the Radius is 3, then the unit will move to support allied units in combat in any tactical square in the same strategic square in the box whose corners are 6-3, 12-3, 9-9, and 12-9, that box containing all tactical squares within 3 squares of the target 9-6. If the Target is 9-6 and the Radius is 0, then the unit will support allied units in battle in 9-6 but in no other tactical square. If Target is not specified, the unit's current tactical location is used. If Radius is not checked, 1 is used. The unit need not be inside the support box defined by the Target and Radius, but cannot move more than 2 tactical squares (3 squares for CV or HA) to enter battle. If the battle is farther than this, the unit will not move at all.
The two Phase text boxes to the right of the Support check box indicate the phases during which the unit wishes to move to support allied units. If they are left blank, 1 and 5 are used respectively.
The Intercept check box indicates whether the unit wishes to move to intercept enemy units moving in its vicinity in the same strategic square. If this box is checked, the unit will attempt to do so.
The Target text box to the right of the Intercpt check box indicates the target square around which the unit will move to intercept moving enemy units. The Radius text box indicates the number of squares distance from the target square within which the unit will move to intercept enemy. The Target and Radius text boxes together define an intercept box. The unit will move to intercept enemy units whose path brings them inside this box, if it can do so. Interception takes place at the earliest possible point of interception, which may not be within the intercept box. For example, if the Target is 9-6 and the Radius is 3, then the unit will move to intercept any enemy unit whose movements in the box whose corners are 6-3, 12-3, 9-9, and 12-9, that box containing all tactical squares within 3 squares of the target 9-6. If Target is not supplied, the unit's current tactical location is used. If Radius is not checked, 1 is used.
The two Phase text boxes to the right of the Intercept check box indicate the phases during which the unit wishes to move to intercept units. If they are left blank, 1 and 5 are used respectively.
The boxes may be used or left blank in any desired combination, but the Target, Radius, and Phase text boxes will not have any effect unless the corresponding check box is checked.

6. Combat Attitudes

The Combat Attitudes section of the order form controls the attitudes the unit uses in combat. It contains two sets of four radio buttons.
 
Attack Type: Assault  Attack  Skirmish Evade
Defense Type: Last-ditch  Defend  Skirmish Evade

The four radio buttons to the right of the Attack Type label control the combat attitude the unit will take if it attacks an enemy unit. The four radio buttons to the right of the Defense Type label control the combat attitude the unit will take if an enemy unit attacks it. One button in each group must be checked; the default is Skirmish for both groups. Any combination between the two groups may be used.

7. Supply

The Supply section of the order form controls the unit's supply loading. It contains two text boxes
 
Supply: Load Supply Source:

The Load Supply text box contains an integer indicating the number of supplies the unit wishes to carry on its march during the turn. The default value is 1 and 1 is used if this box is left blank.  If you specify a value of 0, the unit will not draw a supply to carry, but it will draw one for consumption at the start of the turn if it is not carrying one already (and there is no way to prevent it from doing so).
The Source text box contains the supply source the unit wishes to use, if any. If this box is left blank, the unit will use the nearest available same-side source, or the nearest available allied source if no source of its side is available. The source must be a supply depot ID, for example US3SD, or a city name, for example Baltimore, if the unit is a corps HQ unit. For all other units, the source may be either the unit ID of a corps HQ unit, for example US2CQ, or a city or supply depot. Note that non-corps HQ units can draw supplies from cities only if they are located in the same strategic square as the city.

Proceed to Quiz #3


Page maintained by Stephen Schmidt. Last updated 6/15/10