Command Control

Wargaming Thoughts

by Paul Koch

Over all my years of miniature gaming the one problem that has continuously bedeviled my mind has been "Command Control". History abounds with examples of over zealous, cowardly, or merely incompetent sub-commanders destroying the best of plans. On the table outside of morale checks troops go as directed, never get lost and never get confused. The most famous military disaster of the 19th Century took place due to an error in visual identification and command ego. A disaster of such magnitude that it took a Tennyson and an Errol Flynn to find glory in the "Charge of the Light Brigade".

In our tabletop games the "Charge" would never happen, but historically it did and we should have some provision for it in our games too.

Thus I, and others of my ilk, have labored away at writing rules that reflect at least the possibility of loss of command control and function. These usually take the form of some sort of roll or chart to pass before each unit or group of units may move on a given turn. Having given birth to a number of such rules, I like them -- however the usual gamer response is that they needlessly slow down the game. Moreover, in the heat of battle, even those of us who approve of them have a tendency to forget the roll. These lapses in memory seem to come especially when we really need that unit to move.

I have also experimented with various "Chance" rules. I love them -- others either do or don't; they do slow things down. What I really have been looking for is a system that can be plugged into any set of rules but would not interfere with the flow of the game except under special circumstances. The obvious time for this is during the approach of actual close combat. Say, whenever a unit wishes to initiate melee. If the players' general figures were actually involved in heroically leading the little guys as he should then the chart could be bypassed; otherwise the chance of loss of control at the crunch takes effect.

Using the Napoleonic variant of my own "On To Richmond" as a test, I dropped the usual pre-melee test and replaced it with the chart below. The chart is consulted by both sides, by the way. I found the results to be intriguing; units usually did as expected and desired, but, on occasion, cavalry would refuse to charge, strong points would be given up for no good reason. It took no time actually and really spiced up the games. Please try it and let me know what you think.

The basic idea for the chart appeared in THE COURIER some time ago; thanks for the idea, and good gaming to all.

An Experiment in Command Control

COMBAT CRUNCH COMMAND RESPONSE CHART
MODIFIED
ROLL
FIGHTING
WITHDRAWAL
STERN
DEFENSE
ENGAGE
ENEMY
PRESS
ENEMY
ALL-OUT
ATTACK
0FallbackFallbackFallbackFallbackFallback
1FallbackFallbackFallbackHoldHold
2FallbackFallbackHoldHoldAdvance
3FallbackFallbackHoldAdvanceAdvance
4FallbackHoldAdvanceAdvanceAdvance
5FallbackHoldAdvanceAdvanceAdvance
6HoldHoldAdvanceAdvanceCharge
7HoldHoldAdvanceAdvanceCharge
8HoldAdvanceAdvanceChargeCharge
9AdvanceAdvanceChargeChargeCharge
10ChargeChargeChargeChargeCharge

MODIFIERS

Unit on enemy rear +3
Unit at substantial advantage (2 to 1) +2
Unit on enemy flank +2
Firebrand Divisional CO +1
Unit at marginal advantage (1 1/2 to 1) + 1
Unit is mounted +1
Unit at marginal disadvantage (1 to 1 1/2) -1
Cautious Divisonal CO -1
Unit at substantial disadvantage (1 to 2) -2
Poltroon or no Divisional CO -2
Exceptional Divisional CO +2 or -2 at player's option

If the CinC orChief of Staff is present with the unit, the chart is bypassed. Units stop at 6" from enemy and consult the chart (both sides). Both choose a category, adjust modifiers and roll for results.

Fallback: unit withdraws 1 move as per arm and formation facing enemy. Infantry may volley and 1/2 move. Artillery may limber up and retire.

Hold: unit stands in place and fires.

Advance: units may advance to contact 1 regular move (no bonuses), and receive no charge bonuses.

Charge: units move full move with bonuses and melee.


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