The good news? Well as it turns out, I was playing with the WRONG VERSION (dated) of the rules. Since the version I was using, a newer version has come out that rectified some of my very questions! Quite embarrassing for me - but great in the sense that some of my questions are no longer even relevant and another playtest is in order.
Anyways here goes.
Most of my questions, as you will see center around timing and when certain things are supposed to happen within the rules.
1. The concept of the timed disorder really threw me for a loop and I got confused when multiple disorders piled up on top of another. Disordered for 15 minutes, then another 10, and another 10. When does the clock start? Is it the turn it happens? (say start tracking disorder at 10:18am?) The moment it happens? The next turn? Also, if I get a disorder effect, and the turn ends up being longer than 15 minutes, are they automatically NOT disordered? Or would I now still have to take a capability test?
I believe this was rectified with the elimination of the turn clock and the concept of timed disorders. Now a unit is simply disordered upon failing the capability test, and must "rally" by passing a capability test. I think?
2. My next question had to do with artillery status, and command. How many actions are afforded to a battery in a turn? So, if I start a turn unlimbered, I am assuming I would limber with a capability test (like a facing change) and afterwards, I would not be able to actually move until next turn?
Is the opposite true? So if I start the turn limbered, I could technically move, and unlimber in the same turn? (although no firing).
Also, are batteries attached to brigades in the beginning of the game? And if so, must they be in command? From reading the rules I feel as if they do not need to be "in command" although I tried playing them that way anyways (the battery was attached to 1st Brigade on the Union left).
3. I believe the Division Command stand does NOT afford a unit "in command" status. I am quite certain the rules mention this specifically but I thought I'd ask.
4. Do all disordered units have to take a capability test at their next available opportunity?
Norm specifically asked about squares and I must admit I did not have any trouble with the squares vrs hexes. The artillery was in a square there part of its fire arc was obscured by woods to their front-right, meaning their shooting was confined to straight ahead and to their left, however I did not have any issues with firing. I will say however that this was a very straightforward battlefield, not quite so complex as some battlefields I've set up.
|squares marked by flocked pennies|
I used Norm's advice for playing Tigers at Minsk with squares (fire arc is 3 squares wide immediately in front of the firing unit's square) and I thought it worked out very well. I did allow diagonal movement and firing, as long as there was Line of Sight that existed from firer to target. The LOS rules using squares is very restrictive - even if the line clips the tiny corner of the square with cover in it, then it (LOS) may not pass through the square at all. Having these restrictions in place also sped up game play.
So there you have it - a really interesting and fun game that produces many decisions on the part of the commander. I will play TFON again soon, especially while it's fresh in my head. The more I play it, the more keen I am on playing EAGLES AT QUATRE BRAS for a large scenario like Aspern-Essling.