by David A. Powell
While the CWB enjoys a wide and devoted following, it is not the only approach modern wargaming has to the problems of command and control. The most common alternatives are the TCT or LIM systems (really variations of the same basic concept) found in games like 3 Days of Gettysburg and The Battles of Waterloo, both designed by Richard H. Berg. The CWB concerns itself mainly with command problems at the top, imposing variable transmission delays between larger formations and limiting players to pre-selected objectives, while the TCT and LIM concepts both mostly ignore the larger command issues to focus on creating enough chaos at the tactical level to produce a realistic sense of disruption and confusion for the player. At heart, both systems have the same goal -- to reduce the player's absolute control over his situation that traditional wargames have never managed to avoid. However, both systems address only certain aspects of the problem. The CWB works from the top down, while the LIM approach works from the bottom up. The rules presented in this article are an experimental attempt to marry the two concepts, and create a command system better than its parts. Ultimately, the public at large will decide whether this option lives or dies. Enjoy. Note that this is not an attempt to completely re-write a comprehensive set of rules for either This Hallowed Ground or Three Days of Gettysburg by GMT; instead it is presented as an attempt to merge the command systems into one unit. As such, the basic rules for command radius, fire combat, morale, etc. are not addressed. I strongly recommend that players decide which rules to rely on as their primary guide in dealing with those unaddressed matters when playing with this bastard hybrid, and stick to that decision. 1.0 OrdersOrders are issued just as they are in the regular This Hallowed Ground rules in that the army commander writes an order, calculates the cost, sends it to a subordinate, and then rolls for acceptance, etc. It is at the acceptance stage that the new rules begin: Orders are rolled for on a revised Order Acceptance Table, the results of which reflect a greater degree of delay and fragmentary acceptance. Depending on the result, it is possible for an order to not only be delayed but also fully or partially accepted, which effects the number and kind of LIM Markers placed in the cup as active. 1.1 Modifications to the Sequence of play (suggested for use with This Hallowed Ground only, 3-DoG already has an interactive sequence.) Obviously, with an interactive flow of play, the standard sequence no longer fits. As such, the following modifications are applied:
Corps Attack Stoppage Checks Initiative Order Determination Delay Reduction New Order Acceptance Chit Placement Phase 2. Activation Phase
3. Administrative Phase (done simultaneously)
Straggler Recovery (every hour or 1/2 hour only) Ammo Resupply Unit Rally 4. Game Turn End
1.2 Simple and Complex Orders All complex orders -- orders that will require combat or potential combat of any kind (note, this is a change from the CWB definition, where simple orders allowed defensive combat) -- are subject to the vagaries of the chit-pull system. Simple orders are primarily used for reinforcements or the simple movement of troops between quiet areas, and as such are exempt from chit-pull, occurring instead in the subsequent administrative phase. For simplicity's sake, simple orders preclude any movement within 10 hexes of an enemy unit. Units who's order cannot be fulfilled because of this limitation must immediately stop, consider their order fulfilled, and await new orders. In the interim, they are considered to have no orders. For reinforcements who reach this impasse, there are two options: A) if within normal command range of their higher command (corps, division, etc.) they are now considered to be operating under whatever orders their parent formation has, and as such their chits (if appropriate -- see order acceptance table and explanations for the exact nature of which chits are used when) are placed in the pool; or B) if out of command range, they must halt and await a further order, either from the army commander or via initiative. Note that condition B) would apply to arriving reinforcements only if there were no unthreatened route to their higher command, an unlikely occurrence. 1.3 Chit-pull Pool Composition The standard chit used in the pool is the Divisional activation chit. Note that all infantry and cavalry units will have a corresponding divisional chit. Some units, notably the Union and Confederate corps artillery units, have no chit. Their status is covered below. There are three types of order acceptance, Full, Partial, and Limited, and each type of acceptance has different application to the chit-pull system. Note that the same chits are used no matter what the level of acceptance, but that each chit-pull has different ramifications based on the exact level of acceptance. Full Acceptance (FA) means that the entire formation (be it a division or, more likely, a corps) may move as one. Place all of the formation's divisional chits in the pool; when any of the divisional chits are pulled, the entire formation is active. Once that activation is done, remove the division's remaining chits from the pool (or ignore them and set them aside if pulled later on). Partial Acceptance (PA) means that the formation may move by division. Place all the divisional chits in the pool; when a divisional chit is pulled, that division is active. Obviously, if the order is a divisional goal, simply place the affected division's chit in the pool. Note that if the formation is itself a division, say the Union Artillery Reserve or a division using divisional goals, treat this result as LA instead. No division acting on independent orders may ever treat PA as FA simply because it is a one-division formation. Limited Acceptance (LA) means that the corps or division has not managed a coordinated effort. Instead, the formation will move and fight by brigade. Place all the divisional chits in the pool. Each time a chit is drawn, one brigade of that division may act. No brigade may act more than once in a turn, and players should note which brigades have already acted, if necessary. Note that a player may elect not to activate a brigade if he has drawn the divisional chit; however, the brigade he chose not to activate must be noted, and does not get a second chance if the chit is pulled again. With limited acceptance, a given divisional chit is returned to the pool after each pull, unless all the brigades of a division have had a chance to act, in which case the chit is set aside after its last use. 1.4 Artillery and Chit-Pull Artillery is somewhat unusual in that it has multiple options as far as command goes: it can be activated under all three types of activation by various methods. Union Corps Artillery may be activated as either a single formation or by individual batteries. Under FA the corps artillery simply acts with the rest of the corps. Under PA, all or some of the corps batteries act when any divisional chit is pulled, but no battery may be activated more than once. Under LA, any one battery may act with any one brigade of the corps, or the entire corps artillery (except units that may have already been active) may act as if it were a separate brigade when any divisional chit is pulled. Again, under LA, no single battery may act more than once per turn. Union Reserve artillery may act under its own divisional activation chit, following all the normal rules for FA, PA, or LA. Additionally, however, at the start of any turn, Union Reserve artillery may instead act as if it belonged to a Corps Artillery command if it can trace command radius to any appropriate commander (brigade, division, or corps) in the chosen corps. Confederate divisional artillery may also act in one of two ways. It may act as a separate brigade within the division, and hence subject to FA, PA, and LA restrictions, or individual batteries may act as integral parts of a given brigade, with no more than one battery active at a time with each brigade. Of course, no battery may act more than once in a given turn. Confederate Corps Artillery may act under the same rules as the Union Corps artillery, above. 1.5 Non Chit-Pull Movement As mentioned under the context of simple orders, units can move at the end of the turn when such movement is purely administrative and will not bring on enemy contact. Additionally, supply wagons may move at this time, as can Leaders who have not already moved. Supply wagons may move within 10 hexes of an enemy unit, but they may never move voluntarily move adjacent to an enemy unit. If an enemy unit ever enters a supply wagon's hex, the wagon is considered captured and destroyed. Revised Order Acceptance Table
Notes: Dt = Order distorted, thrown away
Upon a LA(d6) or PA(d6) result, the player must choose either to accept the result or continue in delay status and try and upgrade it. He cannot do both. At any subsequent time, however, if the player still has not upgraded the result, he may forego the die roll and commit the formation at the original Limited or Partial Acceptance. Once it is committed, however, he cannot go back and try and upgrade the result. Back to Table of Contents -- Operations #30 Back to Operations List of Issues Back to MagWeb Master List of Magazines © Copyright 1998 by The Gamers. 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 |