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.

COMMAND & CONTROL

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Therefore there is now also a reduction on the number of chits involved, as chits will no longer represent each individual brigade in the field but each action for a General of Division level or higher.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.

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