Thursday, 1 October 2026

Command and control in wargames.

I recently came across an interesting discussion on TMP about command and control (C2) in Napoleonic wargames (it's here if you want to read it [TMP] "Command and Control rules in Napoleonic Rule Sets" Topic).  Which of course got me to thinking about how this is handled in Valour and Fortitude (Spoiler Alert - it isn't covered in any detail).  For me the lack of any certainty in C2 is a key part of pre modern wargame period and as such should be included in most rule sets.  So of course I started tinkering based upon the ideas thrown up in the forum posts.  Oh it's worth bearing in mind that some of my posts are an attempt to clarify concepts I have in my mind by writing them down in way that other people (that's you BTW) can follow.  This is one of those posts!

I have written it down so there can be no confusion! Thirteen fish and chips but no salt or vinegar on mine.  Grouchy wants haddock, Ney wants sole and the rest are cod.  Ten mushy peas and three curry sauces, and bring the change back!  Do you understand the order?

As I see it the issues boil down to:

  1.  Who can give orders or change orders, 
  2.  What trigger events should allow the initial orders to be changed,
  3.  How many orders can be issued per turn per commander,
  4. What should those orders be,
  5.  How long do they take to get to subordinates,
  6.  How to model failures in arrival and mistakes in applying them,
  7. Who can only execute the orders.

Some or all of the above have variable answers based upon the level a game is set at of course.  A game set at army level may not use individual battalions to execute orders.  Instead it may only go down to brigade level.  On the other hand a game set at corps or a division level may go down the command structure to battalion level.  This also impacts the scope for initiative to be used as a battalion commander will see less of the battlefield events than a division command as he is busy at the down and dirty end of the fight!  That means that they see less events that might trigger a change of orders, its a kind of target fixation.  

So lets look at a full army level C2 position and go through it step by step.

1. Who can give orders or change orders
Obviously the overall commander can issue orders to any subordinate.  I'd also consider that at the other end battalion commanders have no scope to change their orders, they just have to execute them.  In between those two extremes things are a bit cloudier though.  Corps, division and brigade commanders are given an objective but have some scope to decide how to achieve that, although that reduces as you move down the chain of command.  I could see an argument for brigade commanders to be in same boat as battalion commanders

2.  What trigger events should allow the initial orders to be changed
Another obvious starting point here, if a commander isn't aware of a thing it can't trigger a change.  This is linked to my comment on target fixation.  The nearer to the fighting a commander is the less he sees of the overall picture.  Also the lower down the chain of command the less they should be focussed on anything beyond their formations objective.  I'm considering some kind of situational awareness limit on what a subordinate commander can react to.

3. How many orders can be issued per turn per commander and what should they be
How many orders can be issued a turn depends on how decisive a commander is and how long a turn length is being used.  Note that decisive is not the same as good, a commander can be decisive (i.e. quick to make decisions) and still get the decisions and hence the new orders wrong!  

As for turn length V&F doesn't define things like time and ground scale, which is an issue to my mind,  I had to do it myself based on weapon ranges in the rules compared to reality.  For 6mm figures I eventually settled in 1cm to 20 yards/paces/metres (I'm not picky at 6mm scales).  From that I could approximate turn length from movement distances.  Infantry movement tuns out to be around 80 paces/turn in line which using an average of British and French normal marching pace length and rate gives just under a 90 second turn!  For an army level game this seems far too short to me.  How I wish the designer had done some math rather than using what felt right (see my note at the end)! So lets fudge the answer and call a turn 30 minutes.  So that's how long a general has to digest information and spit out any changes to orders.  

Lets also decide that generals come in only five flavours excellent, good, average, poor and bloody useless (aka atrocious).  The better the grade the more new orders can be generated each turn.

4. What should those orders be
I'm on firmer ground here as I considered this topic when writing my pike and shot rules and one suggested solution on the TMP forum matches my view.  So initial and new orders should be one of the following:

Attack an objective [a named location or formation] then once that is achieved change to defend

2.       Defend [a named location]

3.       Manoeuvre [to a named location] if attacked this changes to defend.  This includes a retire order

4.       Reserve – Standing by awaiting an order 1-3  

5. How long do they take to get to subordinates
Another fairly straight forward aspect.  Calculate the number of moves for a horse at maximum move rate to go between general and subordinate and at the end of that number of moves the messenger should arrive.  Once the new orders should be with the subordinate roll a D6 on a 1-2 they arrive straight away on a 3-6 they are delayed dice again next turn.  Remember the subordinate doesn't know new orders are coming so doesn't know they are delayed or even that the messenger was killed on route.  If after double the transit time the message hasn't arrived the commander may resend an order as the aide has not returned and can be assumed to be wounded or dead.

6. How to model failures in arrival and mistakes in applying them
If no new orders arrive the subordinate continues to follow his previous instructions unless he is entitled to issue orders to his subordinates.  If he is at the end of the food chain tough.  Carry out the last order until the morale test lets you run away!  otherwise some kind of test to see if the subordinate has the brains to see a change is needed.  A poor or atrocious commander may also misinterpret orders.  So roll a D6; on a 1 take more aggressive action, on a 2-5 follow orders and on a 6 take less aggressive action than ordered.

7. Who can only execute the orders.
As with point one this depends on the level of action being covered by the rules.  For army level games I would suggest that Battalions have no ability to change orders so can only execute the order given.  All other links in the chain have to execute their orders subject to discretion on how to do that.  That discretion should reduce the lower down the chain a subordinate is.  For example a brigade commander might be allowed to keep and decide when to release a reserve but little else.  A division commander might be able to determine what each brigade shall do to achieve his objective but can't change the overall objective.  While a Corps commander (especially a French one) is entirely free to make any decision they see fit unless given a direct order to follow.  Allied Corps should be prone to doing their own thing especially if Spanish.

Next time I will try and put some flesh on the bones of this post by creating some rule ideas for C2 for V&F.

Notes
I found a rather useful article on line on march rates here > Napoleonic Infantry March Rates – Rod's Wargaming <.  The opinion of the author, based on Dundas' drill regulations of 1792 is that lines and attack columns did not march at different rates.  So that's a popular wargames rule trope busted.


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