If armies have same strategy rating, roll d6 at the start of the match for both. The winning army has higher strategy rating for this match.
This command rule is checked at the start of the each phase. If a separated unit is broken in close combat of firefight, it is automatically destroyed but do not affect the rest of the detachment. On the other hand, if the main detachment is broken, it does not affect the separated unit.
If the detachment HQ is destroyed, next unit in the chain of command takes place. The player controlling the detachment has choice of which one.
In addition to that, in the shooting phase, the detachment has its firepower reduced by 1 for each blast marker it has. This is reduced after blast markers to target detachment is placed. If the detachment has super heavy weapons, each blast marker prevents one super heavy weapon from shooting unless there is normal firepower to reduce first.
A broken detachment may not move otherwise, may not fire in the shooting phase and has its Assaul value and Firepower halved for close combats and firefights.
Retreat move may be up to 20cm, regardless of a unit's actual Speed. Normal terrain rules apply, and if the unit ends a retreat move within 15cm of the enemy, it is destroyed.
The detachment must be set to special orders at the start of the movement phase, before initiative is drawn. Artillery units may then fire at the start or end of the opposing player's movement. The rest of the detachment can then be set to overwatch and other units can make normal 5 cm move and fire in the shooting phase.
Note that units firing a preparatory bombardment may not reroll any misses.