Sunday, 16 November 2025

Command and Control

 

French (blue) and Russian (green) armies advance to contact

One of the most important elements of our wargame is command and control.  It has taken many years to develop the current system, and I have no doubt it will continue to develop in the future.

Each game has three objectives, situated in the centre of the table.  In this game the hill on the left, the woods in the centre and the hill on the right.   Each side has an army of three corps.   One corps per side is allocated one of those objectives.

There are four commanders per side, one commander in chief (CinC) and three corps commanders.   Each commander has a chip with either C or a (corps) number.   All of the chips are placed in a bag, and drawn one at a time.   The commander represented by the chip issues orders and goes through the move,fire, melee, morale sequence for his corps.  When all chips have been drawn, and all corps had their turn, the chips are returned to the bag and the next turn starts.

The role of the corps commander is obvious.   He must be within 12” of each brigade to issue orders, if beyond that range they can defend themselves, but not move or attack.   If he is within 4” of a brigade they get  plus 1 on morale tests.   Each square is 12”, so the corps commander is encouraged to keep his brigades close together, but also position himself within 4” of any brigade likely to have to test their morale.   It is not always possible to do both.

It took a lot of trial and error to decide how best to use the CinC.   When I wrote the rules his task was to issue orders to each corps commander, who then had to follow them to the best of their ability.   His movement rate is 16” and due to the width of the table is was pretty well impossible to change more than one or two corps orders during the game of 12 moves.

We have now refined his role to allow him to have a much more vital role.  Any brigade within 4” will add plus 1 to their morale test (but only if their corps commander is not already doing so).   The CinC can take command of any brigade within 4” and can move them from one corps area to another.   He can also create a reserve before the game starts, but must remain within 4” of each brigade as long as he wants to issue orders.

CinC supports Russian corps on the right

The CinC has created a reserve of one artillery and two infantry brigades from the corps in the centre.   He remained with that corps until they captured the woods in the centre.   He then took his reserve to the right and supported the attack on the hill.   This is a good example of the role of the CinC in our game.

Close up of attack on the hill 

The corps commander is in the centre, at the foot of the hill.   He is within 4” of the brigade still fighting on the hill, He is also within 12” of the other three infantry brigades, plus the cavalry, who have rallied and are coming forward to support the attack on the hill.   His artillery is on the right, preventing a flank attack.   He is about to lose the hill because there are three French brigades attacking his remaining one brigade.

The CinC is approaching from the left.   His artillery is in support, but cannot fire on the hill unless the French line the edge facing them.   The two infantry brigades are about to attack.   The leading one will support the melee, and the other one will support.   The CinC is within 4” of both infantry brigades and the artillery.

Our command and control provides the type of wargame we like to play.   Each commander plays an important role, but not a critical one.   The player always has to ensure that he is within 12” of all six of his brigades, or lose control of them.   He can help morale of one or more brigades by moving the commander within 4”, but only at the risk of moving out of 12” of his furthest brigade.

More important it gives a vital role to the CinC.   He can create a reserve by taking brigades from all three corps, and placing them in position to support his battle plan.   However it  must be kept in close contact with the CinC figure always within 4” of all brigades.  If not commanding a reserve he can quickly move to support a brigade in distress, or to gather a couple of brigades to support an attack or cover a retreat.

6 comments:

  1. Thanks for sharing your command and control rule mechanism. What are the implications for units out of control?

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    Replies
    1. Hi Peter

      They can defend themselves if attacked. They cannot do anything else, they just wait for him to move within 12" and issue new orders. They do not suffer any loss of morale. If a brigade has moved away from their commander due to loss of morale, for example in rout, they can move back towards the commander once they have rallied.

      The role of the corps commander is to keep his whole corps within 12" and carry out his orders. His area of operations is one terrain square, which is 24", so he can do so by remaining in the centre of the square. This only works when in defence. To develop an attack he must keep his brigades in close order.

      regards

      Paul

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  2. Thistlebarrow -
    Your system of command and control has the virtues of (a) simplicity, and (b) encouraging formation (Army Corps) integrity.
    Cheers,
    Ion

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    Replies
    1. Hi Ion
      Thanks, they work well for us. I am particularly pleased with having found a practical wargame role for the CinC. So often the Wellington or Napoleon figure either has no role, or turns his command into supermen. I used to grade the commanders poor, average or elite. The former would add minus 1, and the latter plus 1, to morale throws. But I found that upset the balance between abiliity of brigades. Their role now is to provide an extra commander who has the ability to direct attacks across corps boundries.
      regards
      Paul

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  3. I think the random C&C chips would be suitable for solo play -I like it

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    Replies
    1. Hi Andrew
      I agree that they would be suitable for solo play, particularly as the move sequence is due which chip is drawn first. I would also suggest for solo games that you grade your commanders (see reply above) as poor, average or elite. You could try this for morale only to start, and perhaps use it for combat as well. I found that this made a huge difference, in fact too much so when playing against an opponent. But in solo play it would add a random touch to the game.
      regards
      Paul

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