Sunday, 12 August 2018

Command and Control



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.

2 comments:

  1. 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.

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  2. Hi Robbie

    Thanks 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

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