by David Powell
When playing a CWB game, have you ever wondered why the defensive player gets off so easily concerning the command system? After all, the guy on the attack has to do all the work. He writes the orders, rolls for corps attack stoppage, and when it all falls apart, starts over. In the meantime, the defensive player just sits there, smug in the knowledge that his orders won't fail. After all, in most cases, he doesn't have any. But what if he did? Why not issue defensive orders as well? I think that by forcing both sides to participate fully in the command system, some very interesting games might result. Therefore, I propose that the following rules be used, and be considered a variant of the CWB command system. All of the below rules should be considered additions to the existing rules, except the No-Orders status, which must be changed to reflect these additions. No-Orders is no longer defined as being an assumed defensive status. Instead, a unit that is attacked while having no orders is allowed to engage in rifle combat for no more than two turns. By the end of this two turn limit, the force must have accepted some form of orders (via initiative or from a superior) or must immediately implement an Emergency Corps Retreat, paying the straggler die-roll penalty for same. Additionally, a force with no orders, and with no units currently engaged in any combat (except artillery fire from 4 or more hexes distance) has 2 added to the acceptance number for order acceptance, or 1 added to any initiative dice rolls made by leaders in that force. Any unit that has not accepted an order is considered to have no orders, including units that have orders currently delayed. Defensive orders must be written for all forces that the player wishes to defend positions. Defensive orders are accepted Re any other order. A defensive order needs to specify the geographic limits of the ground to be defended. Sometimes the orders may be fairly simple, as in "defend Cemetery and Culp's Hills from attack from the North." In most cases, defensive orders should specify right and left flanks and some degree of the depth of defense needed. When doubt arises, create a defensive 'box' by specifying limits in all four directions. All of the same conditions that apply when writing normal orders apply to writing defensive ones. Once a force has accepted a defensive order, that force may defend the position to the best of its ability subject only to new orders or an unsuccessful Corps Defense Failure die roll. Corps Defense FailureOnce a corps with a defensive order has been attacked by enemy infantry or dismounted cavalry units, it must start rolling for Corps Defense Failure. On every Command Phase after the triggering attack, the defensive player must roll two dice on the Corps Attack Stoppage Table, which now does double-duty as the Corps Defense Failure Table as well. Whenever rolling for a defensive order, automatically add one to the roll since defensive orders were usually easier to carry out than attacks. All normal modifiers to the table also apply to units in defensive situations. the dice are rolled and the table is consulted just as if attack stoppage were being checked. If the force passes the dice roll, nothing happens and the defensive units may continue to fight normally. If the force fails its roll, however, the force must implement an Emergency Corps Retreat in the next friendly Movement and Close Combat Phase. Subsequently, the force is then considered to have no orders. If the attacking player ceases his attack for any reason, the defensive player no longer needs to make defense failure checks. In other words, the defensive player only rolls for checks during command phases which immediately follow turns where enemy infantry are dismounted cavalry made attacks on units of the defending force. In all cases, enemy artillery bombardment alone does not trigger a defense check dice roll. Divisions operating under defensive divisional goals are also subject to defensive checks, just as if they were corps. A division rolls on the table as if it were and independent corps of one division strength, and all normal modifiers apply. If the divisional leader is killed or wounded, apply the modifier for a killed or wounded corps commander to the dice roll. I hope that these variant rules spark some interest out there, and elicit comment from those of you who try out this concept. We at The Gainers would like to hear your opinions concerning the effectiveness of these rules, as well as the results of any games played using defensive orders. Good luck and good hunting! What follows is a simple listing of various CWB Series games, anda scenarioby scenario breakdown of what units would be considered to have defensive orders at start (if any). Thunder at the Crossroads 1. First Day, Historical Battle, and Jackson Lives Scenarios USA: All Union troops' orders are defensive. The Cavalry have defensive Divisional Goals. CSA: No CSA troops have defensive orders. 2. Second Day Scenario USA: All units except 3 Corps have defensive orders. CSA: Pdr/3, And/3, Rds/2, and Erly/2 have defensive orders to defend in place. No other CSA units have defensive orders. 3. Little Round Top Scenario USA: All units except 5 Corps have defensive orders. CSA: Same as Scenario 2. 4. Third Day Scenario USA: All USA troops have defensive orders. 3/6 has a defensive divisional goal. CSA: 2 Corps and 3 Corps have defensive orders (but notice attachments). Hd/1 and M/l have defensive divisional goals. 5. Fourth Day Scenario. USA: All units have defensive orders. CSA: All units have defensive orders except I/Cav. 6. Arrivals. USA: Only units whoseorders specifically mention defending an objective (or joining a corps HQ whose orders are currently defensive) are considered to have defensive orders. CSA: No units have defensive orders. (Unless joining a Corps which already has a defensive order.) August Fury 1. Scenario One. No units either side have defensive orders at start. 2. Scenarios Two and Six. USA: No units have defensive orders. CSA: The LW has defensive orders. 3. Scenarios Three and Four. USA: No units have defensive orders. CSA: All units have defensive orders. 4. Scenario rive. USA: No units have defensive orders. CSA: LW has defensive orders. Next Time: Defensive Orders for Barren Victory. Back to Table of Contents -- Operations #3 Back to Operations List of Issues Back to MagWeb Master List of Magazines © Copyright 1991 by The Gamers. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. 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