I like to use command and control as part of
our wargames rules to prevent either player reacting too quickly to something
unexpected. It is the old problem of
the “eye in the sky” which is as old as wargaming.
Our rules are derived from Le Feu Sacre, and we
started with the same command rules.
However we found that it was particularly difficult for the attacking
player to keep command of his brigades.
We have two level of command, one CinC and one
corps commander. Command is
exercised by allocating “command points”.
In our current rules a CinC is allowed one CP
for each corps under command. A corps
commander one CP for each brigade in his corps (but not if it is disordered,
shaken or in rout). A Gifted commander
gets one more, a Poor commander one less.
A commander must use one CP to move his HQ
(that is to say his figure on the table).
The CinC must be in contact with the corps
commander to issue orders
A corps commander must be within 8” to issue
brigade orders
The CinC must use 3 CP to change orders for a
Poor corps commander, 2 CP for an Average and 1 CP for a gifted one.
A corps commander must use 1 CP for each order
to a brigade. If the brigade changes
formation and then fires that would take 2 CP.
Providing that the brigade commander keeps all
of his brigades within 8” (command range) he can usually manage OK. If he has disordered, shaken or routed
brigades he can suffer from insufficient CP to do all he wants to do. But that is the whole object, it reflects
that his corps is ceasing to function properly.
The main problem is moving the CinC around the
table to be in contact with his corps commanders to issue orders. He can usually keep within 16” (his movement
rate) of one corps, but if there are four in play it can take four or five
moves to reach them all.
I think that LFS allow the CinC to have
multiple moves each turn, with the loss of 1 CP for each 16” moved. But I have always found it disconcerting to
see Wellington or Napoleon move around the battlefield without any regard to
distance and time.
During our enforced break from wargaming due to
family visitors I have been able to work on this problem. The solution appears good in theory, but I
have no idea how it will work in practice.
The CinC will receive one CP per corps plus
three if he is Gifted, two if Average and one if Poor. This is the maximum number of orders he can
issue each turn. He will also be
allowed one ADC per corps.
All orders are issued, and delivered when the
CinC card is turned each move. The ADC
will move at 16” per turn, and the number of turns will decide when the message
is delivered. The CinC will lose 1 CP for each ADC movement. It will take 1 CP to change
orders for a Gifted corps commander, 2 CP for Average and 3 CP for Poor. The
orders are hand written and passed back to the player when when the ADC
arrives.
This should allow the CinC to send an ADC to change the orders
of at least two of his four corps commanders each turn, depending on how far
they are from him. He can reduce this
by moving closer to the commander he expects to require it most. But that will take him further from the area
he expects to be quiet, and he will suffer if the unexpected happens.
Because cards are drawn to determine the
sequence of priority within a turn, an element of luck will allow orders to
be delivered faster or slower.
I don’t really like having to write orders
manually, and then keep track of them during the game. But it seems the best way to control the
movement of ADC, and to create confusion to the player. It is easy to forget what orders you have
issued to which commander, and when it will arrive.
Looking forward to the return of our normal
routine to see how it all works in practice.
Check out how Dave Brown tackled the command and control issue in his new Grand Armee rules and his Picketts Charge rules.Personally I think it works really well with enough 'friction' to be enjoyable but not enough to spoil the game.
ReplyDeleteHi Robbie
ReplyDeleteThanks for your suggestion
I will check out the rules you recommend
Getting the balance right between game flow, a meaningful role for the CinC and a delay in reacting to the unexpected is proving really difficult
regards
Paul