by L. V. Brom
This is a very early article (mid 1970s) by the famous author of The Sword And The Flame rules - ED Based on many of the articles in recent issues of THE COURIER, it appears that many gamers are considering the function of command, an important aspect of wargames with miniatures, so do I. In the last few months I have totally reworked my game concept and incorporated a very simple command factor into all my games. I shall outline the basic concept, any gamer will easily see the possible variations, modifications, and embellishments that can be incorporated to this outline. I assign a command value to each command stand as follows: division: 4, brigade: 3, regiment: 2, and battalion: 1. Each command stand has a 12" (on my 6 x12' table with 30 mm figures) zone of control. During the game, as a given unit (division, brigade, regiment, etc.) prepares to move (by chance initiative) one die must be cast. The number rolled plus the command value of the highest command stand exercising its zone of control on the unit must equal or exceed six. If it does, the unit moves as the players desire. If the 'command response' is not adequate (under 6) another die is cast to determine the "local commander decision." For this, I have six options, ranging from "1: indecision, all units stand in place" to "6: energetic, make one move towards nearest enemy unit." With this system, command becomes an integral part of a game. The commanding general no longer has total, instant control over every phase of the battle. Consider some possibilities: Should you send a regiment (command value 2) on a critical mission, or should you put it under a brigadier (command value 3)? Or, a brigade of yours in an important holding action fails to make the roll and then receives a local commander decision resulting in it moving out of the position towards the nearest enemy unit! You, as commander, had not ordered or planned that, but there goes your brigade, out of line, towards the enemy. Another possibility is that a brigadier might be killed in action. Command falls to a regimental officer. Your attack depends on that brigade's instant response to orders, so somebody of higher rank must be sent to take over since the regimental officer can't be trusted. Now you have a feeling for the working of this command system. Many of the uncertainties of command are possible, and each move you have to be prepared to cope with any emergency. This problem, coupled with my 'Random-move-system' completes my approach to the fog of war, including misunderstood orders, balking subordinates, inexperienced officers, and the like, all of which I have been trying to incorporate for many years. The "Random-move-system' is a game without turns as such. At the start of a game, each commander organizes his forces into the tactical units he desires based on his battle plan. Each of these units (divisions, brigades, regiments, whatever) are entered on a separate 'initiative chance card' and assigned a commander. On the terrain map, indicate each unit's point of entry, time of entry, and direction of march, plus initial tactical objectives. The chance cards of BOTH armies are shuffled together and placed in a blind stack. To commence the 'tactical set-on' the first card is drawn and that unit rolls one die to see how many table moves it makes towards the initial objective. The unit is then placed on the table in that position. The next card is drawn and the next unit deploys onto the field in a similar manner. As each unit arrives it may fire any of its weapons at targets within range. When all units of both armies have arrived, reshuffle the cards, place in a blind stack, and commence drawing cards. The card drawn indicates the unit moved. Each unit of course must roll the command response die as noted above. If it responds, it is moved one normal move. After each unit moves, it may fire its weapons, and fight any melee it has initiated. Just keep shuffling and drawing the cards after each unit's move and you have the "Random-move-system." No more move-countermove in perfect sequence. No more simultaneous firing after the other side makes perfectly measured responses to your actions. No longer can you be assured that every unit in your army will fill every gap, cover every flank, and support every weak unit. As commander, once the battle starts (based on your initial concept) you hope your officers responds to your plans, keep reserves well in hand, and be alert to any eventuality - for my friends, this is TRULY war. For those who are tired of total control of thousands of troops, with no worries about unforeseen circumstances, and who yearn for the excitement, confusion and uncertainty that we've all read about in battles, please try this system (or your own variation). At least once - before you say 'he's crazy.' Back to Table of Contents -- Courier #82 To Courier List of Issues To MagWeb Master Magazine List © Copyright 2001 by The Courier Publishing Company. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |