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:
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
2.2. Regimental Initiative 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 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 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 3.3 Order Limits 4.0. REACTING TO ORDERS 4.1. Leader Personalities
4.2. Rolling 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:
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.
ADJUSTMENTS TO TURN SEQUENCE1. MARK ORDERS
3. REVEAL ORDERS
8. OFFICER CASUALTIES
6.0. EXAMPLES6.1. 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. Back to The Zouave Vol III No. 2 Table of Contents Back to The Zouave List of Issues Back to Master Magazine List © Copyright 1989 The American Civil War Society 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 |