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Optional Command System by Bill Peters
05-02-2014, 02:28 PM, (This post was last modified: 11-03-2014, 02:41 AM by BigDuke66.)
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Write a Note  Optional Command System by Bill Peters
Here a post I found on the NWC(Napoleonic Wargaming Club http://www.wargame.ch/wc/nwc/Napann1.htm ) from Bill Peters head behind most of the Napoleonic series and I thought it would be interesting and useful for the members.

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Here are some simple command rules you can use to play your games. They work best for long scenarios such as 2-3 day engagements.

This is based on the Command Test. These rules demand honesty and ethical conduct. Players should be gracious towards each other with the intent that both players LEARN from the experience rather than are battling over it.


Definition:
Orders - your original intent for a brigade or higher level formation. Anything from "1st Brigade to hold Hougomont" to "1st Brigade advance to Abensberg and await further orders." Use paper if you want or a text file or just use common sense.

Out of Command - the leader is unable to alter its own units orders. Smoke, dust, terrain, temporary illness, you name it, has caused the leader and his staff to lose control over their units.

Detached - the leader is not getting information from the chain of command OR brigades in his own formation.

Neighbor - a brigade that is adjacent to the leader's brigade. Detached leaders can use their intel with two turn's delay. Thus if they spot something on turn 1 then the leader can alert his units and get them moving against the threat on turn 3. Adjacent means that one unit of the brigade is no more than 2 hexes away.

Delay - the amount of turns for orders to reach a unit or leader. Calculated by the Command Range.


Brigade rules:
Brigades must be kept together as much as possible. Sharing of units from other brigades is not allowed. If a unit routs it should rally to its brigade leader as quickly as is possible. Determine the rallying point to be 4-7 hexes behind the center point of the brigade front line.


Brigade leaders:
1. Out of command leaders cannot change their unit's orders. Thus if the original intent of them was to attack then they must continue to attack.
2. Detached infantry leaders cannot respond to threats that they cannot SEE. They must continue to follow their orders unless they are confronted by a VISIBLE enemy.
3. Apply both #1 & #2 if the leader is both Out of Command and Detached.


Division leaders:
1. Out of command leaders cannot not change the orders of their brigades.
2. A Detached Division leader cannot respond to threats discovered by other divisions in its own corps nor what is seen by its own Corps commander.
3. Apply both #1 & #2 if the leader is both Out of Command and Detached.


Corps & Wing Leaders:
As per Division leader. Use terms that apply to their level of command.


Army Leader:
Out of command - the leader has failed its command test. No change of orders for any Corps that turn.

Detached - an Army Leader is considered detached if ANY of its corps are not within Command Range of that leader. The following rules would apply (and for large battles this will apply every turn for the most part):

1. Any corps that is out of command range or the Army leader may not change its orders. That is the order for the CORPS. Furthermore only ONE division's orders can be changed - they could be used to launch an attack or reinforce a crucial point in the line. They would follow their CORPS orders to completion. If marching and they reach an objective they would halt and go on a defensive stance. They may attack in order to gain that defensive ground but it must be clearly stated to their opponent that the ground is where they will defend.
2. Any corps that is out of command range of the Army leader may not use units of another corps (except a neighboring brigade - see definition) to react to an enemy threat.


March to the Sound of the Guns Rule:
In Command CORPS leaders that are out of LOS may march to the sound of the guns with the following exceptions:
1. Weather is Light or Heavy Rain.
2. Dawn or Dusk conditions.
3. Visibility is under 5 hexes.
4. Range of leader to imaginary center point of sound (use common sense): 0-20 hexes; 60-100 hexes; 120-160 hexes. The ranges in between are determined to be "dead zones" and thus if a battle is occurring in those areas no reaction may be made.

The "Sound of the Guns" is triggered once more than 10 batteries on both sides have fired at troops on either side (including opposing guns of course).

Once the Corps decides to "March to the Sound of the Guns" they must continue until they reach the center point of sound or its proximity (within 20 hexes or so - use common sense). The Army commander may NOT countermand the order unless they are within command range of the Corps commander who's troops are involved in the combat as well as the corps commander who is marching to help.


Delays in orders receipt:
Use the command range value to determine delays in orders. Thus if a brigade leader has a Command Range of 6 hexes but one of its units is 10 hexes away then a change of orders would not reach that unit until the following turn. Double this amount for Cavalry units (to include Austrian cavalry in a mixed brigade for instance).


Optional Army Morale rule:
If the total amount of Disordered units in an army (Disorder having to do in this series with command breakdown more than formation issues) ever reaches 40 percent then all brigades in that Army that have Disordered units must rest and reform until all units in that brigade have recovered. This may mean pulling the formation out of the line. Brigades that are in Good Order do not have to abide by these rules even unless units in their formation Disorder. Once the 40 percent figure has been reduced to 39 percent or less the rule does not apply. If it ever goes above 40 percent then the army must again abide by this rule.

If the total amount of Disordered units in an army ever reaches 60 percent then the battle is over and that army has broken and is in total disarray. This could even be due to movement - the army is a total mess and is not going to be able to recover from the disaster. End the game immediately with the opponent gaining a Major Victory regardless of the victory point result.

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So especially the last part with the Army Moral could be interesting to make the players take a different approach to a battle and not the Gung-ho style.


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