| System 1: Each unit has a set of orders written by the player controlling it. These can be anything at all. When a unit takes its action, the player displays its orders to the other player. The unit may only do actions which both players agree are covered by its orders. |
| System 2: Each unit has a set of orders written by the player controlling it. These can be anything at all. Then a GM interprets those orders and decides what actions the unit performs. |
| System 3A (ancient/medieval): There are two set order types: hold and move. A unit on move orders may move. A unit on hold orders may not move. Archers may not shoot while on move orders. Pikemen suffer a melee penalty while on move orders because their formation breaks up when moving. |
| System 3B (modern/future): There are two set order types: hold and move. A unit on move orders may move. A unit on hold orders may not move. Infantry on hold orders are in cover, giving them a bonus to defence. Moving units have a penalty to shooting. |
| System 4 (ancient/medieval): The board is rectangular, and each player has a home end. There are three order types: advance, hold and retreat. An advancing unit may attack an enemy unit if within its move range. Otherwise it must move toward the enemy's home end. A holding unit may not move. A retreating unit must move toward its own home end. |
| Battle Situation A (ancient/medieval): My enemy has a line of pikemen at the front, with archers behind them. I want my cavalry to go left, around the end of the enemy's pike line, and then turn right and charge against his archers. |
| System 5 (ancient/medieval): The board is rectangular, and each player has a home end. There are three order types: advance, hold and retreat. An advancing unit may manoeuvre as it likes if there are enemy units as close as it is, or closer than it is, to its own home end (in other words, if it is level with or behind any enemy unit). Otherwise it must move toward the enemy's home end (it may advance obliquely, moving ahead-left or ahead-right). A holding unit may not move. A retreating unit must move toward its own home end. |
| System 6 (ancient/medieval): The board is rectangular, and each player has a home end. There are three order types: advance, hold and retreat. An advancing unit may manoeuvre as it likes if there are enemy units as close as it is, or closer than it is, to its own home end (in other words, if it is level with or behind any enemy unit). Otherwise it must move toward the enemy's home end (it may advance obliquely, moving ahead-left or ahead-right). However, if this would force the unit to advance into an enemy unit, it may manoeuvre as it likes instead. A holding unit may not move. A retreating unit must move toward its own home end. |
| System 7: There are five order types: north, east, south, west hold. A unit on hold may not move. A unit on any other order must move in the direction specified. |
| Battle Situation B (ancient/medieval): I want to order a cavalry unit to 'go around the back of the enemy and seek out units you can kill, while avoiding units that can kill you'. |
| System 8: Among the orders is outflank. A unit on outflank orders will try to get around the sides or rear of the enemy. In doing so it may detour wide enough to avoid being charged or shot at by the enemy. Once in an outflanking position it may attack any units of the enemy, or it may hold off waiting for a more opportune moment. A unit holding off must stay close to the flanks or rear of an enemy formation; while there it may move around, and may move away far enough to avoid being charged or shot at. |