It is during the order phase that players choose orders to give to their units. At the beginning of a player's order phase they gain order points based on the size of the game being played. (In the standard game players gain 8 order points per turn.) For the first turn of the game, the ambush turn, the active player only gets half the normal order points. Order points last until the end of the turn, at which point the active player’s order points are set to 0. Players can't gain order points during other player's turns.

The active player will choose an order type and then follow the steps for that order's sequence. When that order is complete play is returned to the order phase. Once a player is done giving their units orders the end of turn phase begins.

Pushing

The first time a unit is given an order of any type the costs to give that order are normal. (See the orders below for their costs.) The five order types are close combat, ranged combat, regroup, move, and special.

If you would like to give a unit a second order of the same type (for example, its second regroup order in the same turn) that unit must be pushed. Pushing means that a figure must be removed from the unit as an additional cost for giving the order. This is paid as other costs to give that order are also paid (customarily order points).

A unit may only be pushed once each turn, regardless of the order type. For example, if a unit has pushed to complete a second move order it can't also push for a second close combat order in the same turn. A player may push any number of their units in a turn, but can't push the same unit more than once a turn.

Special orders can't be pushed.