An Adjustment to Command & Control

Following some testing with the new command and control system I’ve decided to make a number of adjustments. This is mainly because the game was inadvertently slowed down in the earlier rounds of the game.

Therefore, going forwards I’m going to retain the ratings of both Generals and Brigades, however I’m going to reintroduce ADC’s to activate Brigades.

I’ve outline below the principles of activations and ordering. On top of the below I’ll also be introducing some new Division orders which can be carried our by the General of Division, where he can order his entire division to advance, fire, change formation etc.


  • Players start with 5 chits which represent their Commander-in-Chief’s (CinC) actions.
  • Chits are drawn one at a time from the bag, with the colour chit drawn from the bag denoting whose general may act.
  • A CinC may activate a General of Division (GD) by spending two action points (this would require actions to be saved until the player has enough to use), once they do so, an Aide-de-Camp (ADC) is placed in base-to-base contact with the CinC and may use 5 actions to move towards their target – an ADC moves a 8cm per action.
  • Once the ADC reaches the GD, the player may choose which objective that Division has been assigned by placing a dice marker on the ADC. A maximum of two objectives can be given to any GD, however, another ADC must be sent to the GD to do so.
  • Once the GD is activated, another 5 chits are added to that players hand and are drawn next turn with the other chits. Once again, these chits represent the GD’s actions for the turn.
  • A GD may then also spend two action points (again requiring them to be saved), to activate units within their division. If this is done, the process is that same as for activating a GD aside from there are no chits added to the draw bag for the next turn.


  • Activated units can then be “ordered” to act in any turn. This is done by their GD issuing an “order” for one action point to the target unit. A combination of the Generals rating, and the Brigades/units rating determines what score is needed on 2D6 for that unit to act that turn.
  • When rolling the order dice, for each number below the target order score, the Brigade loses an action. (i.e., if the target score is 7 and the roll is 6, then the Brigade loses 1 action and may only use four this turn, if the roll is 5, then the Brigade loses two actions, and so on).
  • A General ordering a unit within their Division that is within 8cm of their base, receives no modifiers to the command roll. So if the target score is 7, the player needs to roll 7+ on 2D6.
  • However, for each full 8cm that the target brigade is away from the General, a modifier of -1 is applied to the dice. For example, a GD is ordering a Brigade within its division which is 18cm away from the General. The required target score is 7, however as the Brigade is over 16cm away (8cm x 2) the command roll will suffer a -2 modifier. So in actual fact a roll of 9 is required on two dice for that Brigade to retain its five actions that turn.
  • A natural roll of 12 on 2D6 for ordering is always a success and also gives the target Brigade an additional action, meaning that it can use six actions that turn instead of five.
  • A natural roll of 2 on 2D6 is classed as a blunder and neither the General or the Brigade can act any further that turn.

All of these changes should speed up the command and control of the game, and the game itself considerably. But as always let me know your thoughts.





Revised Command and Control

Command and Control has been a big in my side since I began this voyage of writing my own ruleset.

I’m hoping to end up with a set of rules that will be fairly accurate to the time period as well as being fun to play.

The issues people were finding with the current command and control system was that once all the units were activated the game slowed down considerably and each turn could take many minutes to complete. I believe the solution that has been created fixes a lot of these issues going forwards.

Therefore I’d like to re-jig the command and control as follows.


Brigades are no longer activated via ADC’s from the Commander-in-Chiefs stand. Instead these ADC’s will carry the orders (objective target) to the General of Division. At that point the whole of that General’s Division is given the objective specified as its target.

Therefore there is now also a reduction on the number of chits involved, as chits will no longer represent each individual brigade in the field but each action for a General of Division level or higher. For example, drawing one chit allows that General to use one action (place the chit next to the General to mark this). Each General can use a maximum of five chits per turn.

Each General and each Brigade will be given a rating of one to five, one being excellent and five being poor. So for example, a Brigade of French Old Guard would be rating one and Marshal Ney may be rating 2.

General Mack – a first rate General?

If a player wishes to activate a unit that turn the General of Division must spend an action point to give them an order (which they can only do if they are within 20cm of the Brigade). By combing the Generals rating and the Brigades rating (in the example above this would be 3 – 1 for the Old Guard Brigade and 2 for Marshal Ney) you have a target value for success. The player rolls two D6 dice and if they roll equal to or higher than this value then their orders are correctly understood and that Brigade may use its five actions that turn.

If a General fails on giving an order by a value of 1 (i.e., the target value is 7 and the General rolls a 6), then that Brigade still acts but its number of actions is reduced by 1. A score of two lower than the target roll reduces the Brigades actions by two, and so on.

If a General rolls a natural 12 on the two dice then the target Brigade gains an additional action and may use 6 actions that turn. However if they General rolls a natural 2 on two dice then the General has rolled a blunder and the General may issue no further orders this turn (this still occurs even if the General is rating 1 and the target unit is rating 1), and the player will have to roll on the blunders table given later on.

Once a General has given an order to a unit that Brigade may use all of its five actions offensively if it wishes (i.e. advancing and taking objectives).

Defensive actions are always available to units that have not acted that turn or units that have acted but have reserved some of their action points for defensive actions.

I’ve no doubt this will be polished a lot before the final version of the rules are released but I feel this is a step in the right direction.





Battle of Elchingen 1805 Scenario

I’ve recently finished the first scenario for Tabletop Simulator which can be used by playtesters.

The Battle of Elchingen was chosen as the battle itself takes place between two fairly small and evenly matched forces of French and Austrians. The battle itself took place three days after the Battle of Haslach-Jungingen where the Austrians were badly mauled by the French. So, although in this scenario the Austrian’s have many more units than the French, a lot of these consist of only 2-3 combat dice each while the French units are roughly double this value.

Austrian forces holding the ridge between Ober-Elchingen and Unter-Elchingen

The battle starts at 8am where the French have to repair a Bridge over the river Danube in order to attack the Austrian forces and then head towards Ulm to block Mack’s retreat and keep him boxed in so that the Austrian’s are forced to surrender.

The Austrians hold the high ground between Ober-Elchingen and Unter-Elchingen while a small force is posted on the northern bank of the river to delay the French crossing.

The Bridge over the River Danube

In this scenario, the French player must first rebuild the bridge (done by rolling construction points each turn), then push forward and assault the ridge. Victory points are awarded for holding the river crossing, Ober-Elchingen and Unter-Elchingen.

Historically Marshal Ney was victorious in this battle by mid-afternoon, and for his performance Napoleon gave him the title of 1st Duke of Elchingen.


One of the purposes of building this rule set was to enable myself and other like-minded individuals the opportunity to compare their performance to that of the General commanding at the time. Therefore, if you achieve the below conditions you can safely say that you outperformed your historical counterpart.

In this scenario each hit counts as roughly 20 men killed or wounded.

The French
To beat Marshal Ney the bridge must be repaired by 10am and your forces must suffer less than 43 hits. You must also have captured all three objectives by turn 42.

The Austrians
To beat Feldmarschall-leutnant Riesche you must hold Unter-Elchingen and Ober-Elchingen until at least turn 42. You must also suffer less than 300 hits on your forces.


At the end of each turn players count up the number of objectives where only units of their forces are within 10cm of that objective, if any enemy units are also within 10cm then neither side scores the VP.

At the end of the game the player with the most VP wins a Tactical victory. The player with the most hits caused wins a Strategic victory. If a player is lucky enough to have both then they are considered to have won a major victory.

Plans are being drawn to also turn this into a single player game where the player can choose which force they would like to control. The other force will be controlled by the A.I. (by which we mean a pre-determined move or actions depending upon your own movements and actions). This however is a little way off yet.

To try this out download it from the Steam Workshop today.