Command Control in Johnny Reb

Rules Ideas

By Rod Thayer

[Editor's Note: The concept of command control in JR has already been covered in this magazine a couple of times in the past. This made me somewhat leery of using even more pages to cover the same topic, but Rod's article was different enough that I felt "one more time" was merited. This article can be used as food for thought for those who use other rules sets.]

About the same time that Brian Scherzer was putting his ideas of command control into print (Vol. 1, No. 2), 1 was nearly finished with my own. But it took a while for my gaming friends to test it for ease of play and enjoyment. I now feel that it is time to share my views on the subject with those who may be interested.

First of all, I think it is necessary to tell you some of my general assumptions, which are reflected in the design. I feel that the benefit values assigned to leaders per Johnny Reb are merely inspirational. That is, they reflect a leader's ability to inspire the morale of his troops in certain combat situations, but do not necessarily reflect his skill. McClellan was a very cautious commander, but his ability to inspire ran very high. When dealing with skill, I gave each commander a rating that can be termed a "personality".

I think a person's personality is reflected in his ability. An aggressive commander will usually do well, but if he is aggressive to the point of rashness, he is headed for trouble. Likewise, a methodical commander leader may do well in many situations, but if he is so slow as to be cautious, he is not very reliable. I also feel that assigning a general skill rating to historical personages can be misleading at best.

This can only be done by battle, as most leaders varied from one engagement to the next. Factors such as experience, illness, drunkenness, and exhaustion contributed to this. Just look at Sherman's poor performance in the days before Shiloh or Stonewall Jackson's lackluster one during the Seven Days' Battles as examples.

When assigning values to game leaders, my view is that they should be used only for commanders not represented by a player. Hence, if there are two players playing a game, each commanding a division, values should only be assigned to the brigade leaders. The player's skill is reflected in his conduct of the battle, so there is no need to assign him an artificial "personality". Of course, if players are trying to recreate the exact circumstances of an historical battle, values can be assigned to all commanders. Several random tables are included to assist players in assigning "personalities" and benefit values to their leaders. When creating these, my opinion was that no real difference existed between the lower level commands (i.e.brigade and division) of both sides (forgive me Brian). Only at corps or army level did a real disparity emerge.

What resulted from all this was an easy to learn and use system that tied in well with Johnny Reb's excellent use of tactical order chits. It is also flexible enough to be revised by garners as they see fit. But be forewarned, if you try this system you must plan carefully. The personalities of your subordinates must be utilized accordingly. You may order one of your brigade commanders to hold at the edge of a wood line, only to find that his rash personality compels him to attack instead.

Likewise, you may have a brigade in reserve that is finally ordered to attack so that the victory can be clinched, but its cautious commander refuses to advance. Regiments may, on their own initiative, leave a defensive posture and charge. New orders may not arrive at all, the courier having been killed in transit. All of these events are possible when using this system.

A NOTE ON THE FORMAT OF THIS ARTICLE: It has been written in the same manner as a rules set, for clarity. All tables are conveniently located on the last page and can be photocopied for ease of use. They should be referred to while reading the rules.

1.0. TYPES OF BRIGADE OR DIVISION ORDERS

There are four orders which can be given to a brigade or division commander:

    ATTACK Use a C order counter
    MOVE Use a Move order counter
    HOLD Use an H order counter
    DISENGAGE Use a D order counter

When a brigade or division receives an order, place the appropriate counter next to the commander's casting.

2.0. ORDER RESTRICTIONS

2.1. Regimental Order Counters
On Table A, the type of Johnny Reb order counters that can be given to a regiment by a brigade leader are illustrated. This is dependent on the type of order the brigade is under. Also listed are the requirements that must be met for each such brigade order.

2.2. Regimental Initiative
In order to represent those situations where a regiment's officers acted on their own, regardless of orders, the initiative of the regiment can be tested.

PROCEDURE: During the Mark Orders Phase (Phase 1), one regiment per brigade can be given an illegal order (i.e. one not allowed under the current brigade order). During the Reveal Orders Phase (Phase 3), roll one die for each such regiment: if this die roll is higher than the unit's BMP, the illegal order stands; if the roll is the same or lower than the unit's BMP, the unit fails initiative and immediately adopts the CH order. There are no modifiers to this roll.

2.3. Brigade Order Counters
For engagements with more than one division per side, Table B illustrates the types of brigade orders that can be given by a division commander. This is based upon the type of order the division is operating under.

When a division has its order changed, the division leader must also send new orders to his brigades so that they will conform with the restrictions on Table B.

3.0. SENDING ORDERS

3.1. Orders to Brigades
Brigade orders are issued by the division commander. At any point in the turn, hut before the Officer Casualties Phase (Phase 8), a division leader can issue a new order to a brigade (exception: Order Limits 3.3). Place a courier on the table in base to base contact with the division commander. The new order counter is inverted and placed next to the courier. Couriers move exactly like officers. When the order arrives (the courier touches the brigade commander), leave the order counter inverted and the courier on the table. During the Officer Casualties Phase, roll for the courier as well, judging the distance by the closest he came to an enemy unit along his route to the officer. If the courier is hit in any way, both his casting and the unrevealed order counter are removed from the table. Thus, no new order is received. If the courier remains unhurt, remove the courier from the table and roll for the receiving commander's reaction to the new order (4.0) during the following Mark Orders Phase.

If it takes more than one turn for the courier to reach the brigade commander, roll for his becoming a casualty during each Phase 8. If he is hit, remove both he and the inverted order from the table; otherwise he continues on his mission.

If the division and brigade commanders are within 1" of each other, the new order is automatically transmitted and reacted on during the Mark Orders Phase. NOTE: Leaders cannot move in an obvious attempt to "meet" the Courier.

3.2. Orders to Divisions
Division orders are issued by the corps commander (if there is one). All rules pertaining to the sending of orders from division to brigade apply when sending them from corps to division.

3.3 Order Limits
Division and corps commanders are limited to issuing only one new order per turn, this is in addition to any orders they transmit personally. It is limited because each turn represents 15 minutes. It takes time to write orders and time for the courier to ride. A commander who uses his benefit to assist a unit(s) during the turn cannot issue any orders during that turn (except personally). Conversely, if a commander has already issued an order, he may not assist any unit(s) during the turn.

4.0. REACTING TO ORDERS

4.1. Leader Personalities
Before a game begins, players must assign their commanders one of the ratings shown on Table C. This can be done according to the leader's historical character or by random as shown on Table D. Inspirational benefit can also be determined randomly on Table E (note that these two factors are not related; a +3 leader can he cautious). Table C also gives a numerical value to each personality, which must be rolled against to see if a commander reacts to new orders that turn.

4.2. Rolling For Reaction
At the beginning of a game, each commander has an inverted order counter placed next to him (on or off board). At the very start of the first Mark Orders Phase, the player will roll one diefor each order, beginning with the highest level of command (exception: some orders are automatic for certain leaders; see Table C). If the roll is higher than that commander's reaction number, he will respond to his order that turn; flip the counter over. Otherwise, his order is assumed to be Hold. A division commander who fails this initial reaction test also forces his brigades into Hold. (Note that commanders given a Hold order at the beginning of a game need not roll for reaction).

Thereafter, each time a commander receives a new order, he must roll to see if he reacts to the new order that turn. This is the first thing done during the Mark Orders Phase. If he fails the reaction roll, leave the new order inverted. The commander will continue to follow his old orders until he can pass the roll during future Mark Orders Phases.

As shown on Table C, rash and cautious commanders must make an additional roll if they pass the reaction test. This roll is made to see if they change their orders to Attack or Hold, respectively.

5.0. ARTILLERY BATTERIES

Batteries are treated in one of the three following ways:

  • If they form a part of a brigade, they follow all of the above restrictions, just like a regiment.
  • If they are attached to a division, that commander can give them any orders he chooses, as in Johnny Reb.
  • If they form part of an artillery battalion, give the battalion a commander. Treat the battalion as an infantry or cavalry brigade in all respects of giving orders.

TABLE A
Brigade
Order
Allowable
Regt Orders
At Least
AttackC, Move, FM, FR, H1 rgt. must attempt to move closer to the enemy. Failing this, 1 rgt. must engage in fire combat.
MoveMove, FM, H1 rgt. must be given a Move order
HoldH, Move, FR, FM1 rgt. must be given a Hold order. No unit can advance past the location of the most forward rgt.
DisengageMove, D, H, FR, FM1 rgt. must increase the distance between it and the enemy and no unit can move closer.

TABLE B
Division
Order
Allowable
Bde. Orders
At Least
AttackAttack, Move, Hold1 bde. must be given an Attack order
MoveMove, Hold1 bde. must be given a Move order.
HoldHold, Move1 bde. must be given a Hold order. No bde. can advance past the location of the most forward bde.
DisengageDisengage, Hold1 bde. must be given a Disengage order.

TABLE C
PersonalityReacts on:Note
Rash1+a.
Aggressive2+-
Methodical3+-
Cautious4+b.

a. Automatically reacts to Attack orders. If any other order is successfully reacted to, roll an additional die: 1-4: order stands; 5-6: order changes to Attack.

b. Automatically reacts to Hold orders. if any other order is successfully reacted to, roll an additional die: 1-4: order stands; 5-6: order changes to Hold.

TABLE D
Roll
2 Dice
Personality
11,12Rash
8-10Aggressive
4-7Methodical
2,3Cautious

TABLE E
Roll
2 Dice
Benefit
12+3
8-11+2
4-7+1
2,30

ADJUSTMENTS TO TURN SEQUENCE

1. MARK ORDERS

    a. Roll for reaction to new orders. Check if rash and cautious commanders change their orders.

3. REVEAL ORDERS

    c. Roll for regimental initiative if necessary. Those that fail adopt a CH order.

8. OFFICER CASUALTIES

    a. Check for possible courier casualties.

6.0. EXAMPLES

6.1. A Union division consists of three brigades whose commanders are rash, methodical and cautious. Before the game begins, the division leader gives the rash and methodical commanders Attack orders, and the cautious commander a Hold order. Both the rash and cautious commanders react to their orders the first turn, while the methodical leader must roll a 4—6 on one die to react to his (Table C). If he had also been given a Hold order, he too would automatically react to it.

6.2. Late in an engagement, a Confederate division commander wants to change the order of one of his brigades from Attack to Disengage. He sends a courier with the order during the First Fire Phase (Couriers can move at any time like officers). During Phase 8 of the turn, the player rolls to see if the courier becomes a casualty, which he does not. At the start of the following Mark Orders Phase, the brigade commander must roll to see if he reacts to the new orders. Assuming he is aggressive and rolls a 3, the new orders replace the old, which is removed from the table. During that same Mark Orders Phase, the brigade commander can now mark his regiments according to the new brigade order.

6.3. A Union brigade is under a Hold order. One of its Average regiments has a shaken opponent within charge reach. Though not normally allowed (see Table A), the Union player decides to test it for initiative. During the Mark Orders Phase, he gives it a Charge order. When the Reveal Orders Phase is reached, he flips the counter over and rolls one die. On a roll of 4—6 the regiment will charge; on a roll of 1—3 its order is immediately changed to Conditional Hold and the C counter is replaced with a CH counter.


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