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COMMAND, CONTROL AND COMMUNICATIONS

WARGAMES RULES FOR THE HORSE AND MUSKET PERIOD

By Scott Sutherland



Irish soldier

TABLE OF CONTENTS

  1. Introduction
    1. Time
    2. Focus
    3. Practicality
  2. Game Concepts
    1. Course of a Game
    2. Rules
    3. Simulation
    4. Representative Scales
  3. Preparation for a Game
    1. Game Equipment
    2. Element Base Sizes
      1. Foot Element base sizes
      2. Mounted Element base sizes
      3. Artillery Element base sizes
      4. Supply Train Element base sizes
      5. Commander Element base sizes
    3. Organizing Elements in Units and Commanders
      1. Recommended Unit Sizes
      2. Representation of Commanders
      3. Type of Elements in a game
  4. Procedure of Play
    1. Initial Orders
    2. Events
    3. Responses to an Event
    4. Automatic Responses and Commanders' Initiative
  5. Control of troops
    1. Command and Control
      1. Chain of Command
      2. Command, Control and Communications Rating
    2. Orders
    3. Messages and Messengers
      1. Transmitting and testing response to Orders or Messages
    4. Commands
      1. Standard Commands
      2. Special Commands
    5. Signals and Signalling
  6. Troop Formations
    1. Permissible Formations
    2. Formation Definitions
  7. Visibility and Acquisition
    1. Maximum Visibility
    2. Dead Ground
    3. Hidden Troops
    4. Patrols
      1. Forming patrols
      2. Deployment
      3. Movement and combat
      4. Reporting by Patrols
  8. Terrain
    1. Types and depiction Thereof
  9. Movement
    1. Movement Distances
    2. Changes in Direction
    3. Effect of terrain on Movement
    4. Combat
      1. Fall Back
      2. Rout
      3. Pursuit
      4. Evade
      5. Artillery Prolong
    5. Formation Changing
      1. Time Required to Change Formation
    6. Interpenetrating
  10. Combat
    1. General Procedure
    2. Eligibility for Combat
    3. Close Combats
      1. Types of Close Combats
      2. Close Combat Resolution
    4. Distant Combat
      1. Types of Distant Combats
    5. Combat factors
      1. Foot Elements
      2. Mounted Elements
      3. Artillery Elements
    6. Modifiers to Combat Factors
      1. Changes in Combat Factor - Casualties
      2. Changes in Combat Factor - Fatigue
      3. Changes in Combat Factor - Terrain
      4. Changes in Combat Factor - Movement
      5. Changes in Combat Factor - Tactical
    7. Combat Table Results
  11. Casualties
    1. Eligibility to inflict Casualties
    2. Target Priorities
    3. Calculating Casualties
      1. Method of calculating casualties
      2. Modifiers for Combat Factors
      3. Die roll modifier
      4. Weapons with high rates of fire
      5. Casualty factor tables
  12. Special Combat Situations
    1. Grand Batteries
    2. Firing at Constructions
    3. Rockets
    4. Skirmishers
      1. Concepts
      2. Eligibility
      3. Skirmish Combat
    5. Cavalry Charges
      1. Eligibility to do Cavalry Charges
      2. Cavalry Charge Procedure
    6. Overlapping Flanks
    7. Interrupted Combat
  13. Fatigue
    1. Recording Casualties and Fatigue
    2. Recovering from fatigue
  14. Ammunition Expenditure
  15. Appendix 1: Glossary
  16. Appendix 2: Rules Terminology and Definitions
  17. Appendix 3: Points System
  18. Appendix 4: Historical Recreations
  19. Appendix 5: Scenario
  20. Appendix 6: Competitive Games
  21. Appendix 7: Campaigns



INTRODUCTION

These Rules are for simulating battles in the Napoleonic era. The rules were developed to overcome the following problems in other rules;
TIME
Most battles take place over a two to three day period from initial contacts to final pursuit. During this time there are many delays in which no significant events occur. Most rules are written with fixed turn and ground scales. The forces engaged represent about one-tenth that of those actually engaged and the turns represent the actions of a couple of minutes. As a result the two minute turns get called "hours" and brigades get re-titled "corps". The players then pretend they are simulating a battle, when in fact they are often simulating little more than a skirmish. This is due to those rules inability to deal with time. Players are not likely to sit doing nothing for a couple of hundred turns to allow for a bridge to be built etc. So some items like engineering get done in a minute fraction of the time they actually took.
FOCUS
Most rules while maintaining they are focused on the generalship are in fact focused on the minor tactics. In such rules, the player is ultimately focused on what angle their troops are facing, how many millimetres to the target and so forth, as these are the criteria upon which games are won or lost. Actual battle plans are secondary, troops usually need no orders whatsoever or receive vague collective orders which do little more than limit how aggressive or passive they are. The focus should be on command and control of the troops. The commanding player should be concerned with whether the reserves arrive and not how many sixes are rolled in the firefight.
PRACTICALITY
To attempt a re-fight is almost impossible. Yes it can be done with umpteen dozen players in a dedicated wargames room the size of a tennis court over a period of six months, not everyone has such facilities or time. Players must be able to consider doing re-fights with their normal complement of figures. It is also often the case that games are never finished. Yes one player usually concedes when it appears all is lost, but few games are played to the end. Time and energy often simply run out. Hence few such re-fights get played, and players have little experience of the problems of full scale battle in the period they play in. Which results in newer games never getting any real insight to the period outside the rule book.

These rules are designed to be flexible so that the ground and figure scales can be varied for larger or smaller games. The aim here was that an average player with his figures could adjust the size of his units to represent any force, and not require a couple of thousand figures to do so. Time consuming events such as engineering can take as long in the game as the took in real life, and do not need to be reduced to a couple of minutes because wargame "battles" are only lasting about 10 minutes.

The rules also do not use fixed time length turns, each having a set sequence of phases, but move from one event in the battle to the next. This also helps, I believe, in changing the players perspectives in a games from "melee factor equal 3 ... +1 for charging ... etc" to "the leading brigade is getting held up, better move up the reserves".

The rules also place much greater emphasis on the aspect of Command, Control and Communication in place of high detail game mechanisms, where the key to success could be angling your skirmishers 22.5 degrees to count them firing in the flank. In the end result it will be the players battle plan and the response of his Commanders to the enemy which will decide victory.

This change of emphasis and the rules structure changes also the breakdown of time allocation in a game. In a number of tests of games watching experienced players (ie so they knew what they were doing) showed that most games consisted of approximately 70% calculations, 27% movement of figures and 3% of command decisions. With these rules that can be changed to 45% calculations, 15% movement of figures and 35% with command decisions. Games with the same number of figures are also much more easily finished in three hours than many rules are able to finish in five hours.

If you have any queries, I can be contacted, by means of a SASE at

8 Papaja Street
1709 Weltevredenpark
South Africa

or by e-mail at scottg@worldonline.co.za
Scott Sutherland


GAME CONCEPTS

COURSE OF A GAME
At this time in history the primary aim of battle was to destroy the opponents armed forces, and it is taken that such is the intention of the opponents here. Each game, barring for scenarios and re-fights which may have other objectives, is presumed to follow along the following lines:

Two opposing forces (starting from on or off the table) are advancing towards each other, with intent to give battle.

There are initial contacts from their scouts and vanguards prompting their Commanders to respond.

The remainder of the forces are deployed, attempting to seize and maintain the initiative, they engage in Combat.

The defeated force falls back and the victors attempt pursuit.
RULES
The rules are solely a mechanism to calculate the outcome of events relating to the battle. Such as speed of troops deployment or outcome of an engagement. They are not finite ruling upon which every comma must be weighed.
SIMULATION
The games are to be a simulation of the battles during this period of history, and hence all troops will be constrained to the historical precedents. Players must field troops as were done historically to be faced with the same type of problems that faced their historical predecessors.
REPRESENTATIVE SCALES
As historical battles were of different sizes the rules provide for variation in the various scales used. However in any game they are all directly proportionate to each other.

The intended limits on the scales are as follows:
Ground: 1 mm = 2.5 to 30 metres.
Time: 1 game segment = one minute of real time.
Troops are represented by figurines and or models based on varying size bases. Each base being one or more Elements representing a varying number of troops. The exact number being dependant upon their type and the ground scale.


PREPARATION FOR A GAME

GAME EQUIPMENT
Players will need the following:
  1. Two ten sided dice. When rolling a single ten sided die (1D10) then the "0" counts as "10", and when rolling two dice (2D10) then a double "0" counts as zero. When rolling for a 2D10 result the darkest die will represent the 'tens' and the lightest one the 'units'.
  2. Terrain pieces to represent the geographical features on the field of battle.
  3. Miniature castings to represent the troops engaged.
  4. Copy of the distance and movement marker.
ELEMENT BASE SIZES
All castings must be fixed to Element bases. The exact number of figures does not matter as it is the Element Base and not the figures which are used in determining results in the game. Players who wish to do so may simply use blocks or cards of an appropriate size and dispense with castings altogether.

Castings may be in a straight line or staggered on the base as the player feels appropriate.
Foot Element base sizes
Foot Element base frontages are 24mm with a depth of 12mm. Base depths may deeper to accommodate castings.

Note some troops deployed in two rank deep formations (eg British), others in three rank (eg Prussia) and some used both (eg Russia and France). This will be taken into account in the rules for combat and casualties.
Mounted Element base sizes
Mounted Element base frontages are 24mm with a depth of 24mm. Base depths may deeper to accommodate castings.
Artillery Element base sizes
Each Element of Artillery deployed for firing will have a frontage of 24 mm, and a base depth of at least 200 metres, in the scale being played.

Limbered Artillery will have a base with a frontage of 12 mm and a depth of 200 m (in the scale being played) for every 8 guns being represented. This includes the 4 supply caissons and horse teams for each gun.

When deploying the guns the entire limber and horses may be removed and replaced with a deployed gun model, or additional bases of gun models may be deployed to widen the frontage.

Note a model of a gun and its crew may represent more than one Element, and hence be on a base with a greater frontage
Supply Train Element base sizes
Each Element of a supply train will have a frontage of 12 mm, and a base depth of 200 m, in the scale being played, for every 20 caissons (ie six horses drawing) or 40 wagons (ie two horses or oxen pulling).

Note a model may represent more than one Element and hence be on a base with a greater depth. For example a base equal to 400m deep to represent 40 caissons.
Commander Element base sizes
These need bases large enough to prevent them falling over. These bases may either be the same as similar troops, or of a different shape and or size for easier identification.

A recommended practice is to use bases of a triangular or circular shape with the sides of the triangle or diameter of circle being approximately double that of the height of the casting. The levels of command are then depicted as follows; As the levels rise it will be necessary to make the bases larger. One may simply use increasingly larger sizes of base to represent the increase in level of command.
ORGANIZING ELEMENTS INTO UNITS AND COMMANDERS
The Unit is the smallest group of troops that fight as a cohesive force on the battlefield. Units represent the individual battalions, regiments, brigades divisions or batteries etc in a force. The size of the body of troops a Unit represents is variable according to the scales in use, and may be any one or more of the bodies mentioned above or could represent a group of such bodies.

As a general indication Units should consist of Units may consist of Elements of different types of troops

Small or light battalion or regimental Artillery permanently attached to a parent Foot or Mounted Unit, do not need to be separately represented, with a model, unless they alone are the size of one, or more, Artillery Elements. However such Artillery may only fire in support of their parent Unit. Such Artillery are also always considered to be in the centre of the front rank of the parent Unit.

Note a Unit may be broken in smaller sub-units during a battle, if this was historically done. Each portion of the original Unit retains any losses suffered to that point, but from then on each portion, or sub Unit suffers casualties separately.
Recommended Unit Sizes
Actual Unit sizes depend on the scales being used The recommended Unit sizes are;

PLAYERS FORCE SIZE GROUND SCALE 1mm = INFANTRY UNIT SIZE CAVALRY UNIT SIZE ARTILLERY UNIT SIZE CASTING 1 Foot Element equals 2 ranks / 3 ranks CASTING 1 Mounted Element equals ARTILLERY 1 Element equals
DIVISION 2.5 m BATTALION REGIMENT BATTERY 120/ 180 120 4
CORPS 5 m BRIGADE BRIGADE DIVISIONAL GUNS 240/360 240 8
ARMY 10 m DIVISION BRIGADE CORPS GUNS 480/720 480 16
ARMY 15 m CORPS DIVISIONS CORPS GUNS 720/1080 720 24
GRAND ARMY 30 m CORPS DIVISIONS CORPS GUNS 1440/2160 1440 48


The term battalion is to be read as synonymous with cavalry battalion or regiment (ie force of some 500 to 750 troops). For those armies who fielded large numbers of Artillery then divisional, and corps Artillery could be represented by more than one Unit.
Representation of Commanders
Units are not required to have separate Commander castings. Their Commander is assumed to be integral to the castings in the Elements of the Unit.

Separate Commander castings are only required to represent the levels of Command higher than the Unit.

Every group of Units must have a Commander represented by a casting separate from the castings of the Units. Each such Commander must in turn fall under another Commander, also represented by a separate casting, until such time as there is a single Commander (representing the commanding player) to whom all Commanders and hence all troops are subordinate.

For example If the Units are battalions, then each brigade will have a Commander casting. There must also be the respective Division and Corps Commander castings. In the transmission of Orders or Messages all the Unit commanders (even though not represented by a separate casting) will still count in the Chain of Command.
Type of Elements in a game
Regardless of the type of game all troops are subject to the following;
  1. They must be organised in the same command structure as was used historically.
  2. They may only have the same weapons as they did historically.
  3. They may be present in the same quantities and combinations as they were historically.



PROCEDURE OF PLAY

The game is not played in turns, but moves from one Event, to the next.

Starting at the beginning of the game and again after each Event has been resolved, the procedure is as follows.
  1. Any Orders or Messages are written and Commands issued. Players determine the amount of time for them to be transmitted or actioned, and make a note of such as reminders of the Order, Message or Command, and when they must follow up on such.
  2. Players then declare sufficient of the actions that their troops will do to determine where the troops will first come into contact ie the time the NEXT Event will occur. All troops are then moved to fulfil their Orders up to the time of that next Event.
  3. Any Combat resulting from the movement from the above Units is resolved and a note is made of what time they must follow up on the Combat.
  4. Players then go back and proceed through the steps 1 to 3 again until the battle is over. Note that the end of any Combat is an Event. So although no other troops have made contact, the ending of that Combat would mean the troops moving as far as they could at the time of that Combat being resolved.
In particularly involved periods in a game players may need to resort to making short moves which do not take them all the way to the next Event. In such cases Commanders are not entitled to react unless the circumstances indicate an Event has occurred..
INITIAL ORDERS
Initial Orders are those deemed to have been issued to Commanders prior to the commencement of the game. It is taken that all such Orders have already been transmitted and absorbed, unless the game is a scenario or part of a campaign, when the scenario or umpire will determine rules to govern such 'pre-battle' Orders.
EVENTS
All Events are determined in respect to a Commander. Any Event for one Commander is also an Event for all his superior Commanders, if and when they become aware of it. An Event must be visible to, or be communicated to a Commander for any response to be taken.

Events are:
  1. Eligible responses are: A,B,D
  2. Eligible responses are: A,B,C
  3. Eligible responses are: A,B,D
  4. Eligible responses are: B
  5. Eligible responses are: D
RESPONSES TO AN EVENT
Any Commander eligible to respond, and wishing to react, may do so in the following ways:
  1. Take action to preserve force, but must still attempt to fulfil Orders or Command. At most one-third of the force may be used to counter the actions likely to prevent the remainder of the force from fulfilling its actions.
    Infantry may form square.
    Artillery may limber or unlimber.
    Cavalry may Charge or Countercharge.
  2. Send a Message to immediate superior.
  3. Revert to original Orders and Formation.
  4. Put new Orders into effect, or issue Orders or Commands to subordinate Commanders or Units.
A Commander who does not elect to respond at the time the Event is encountered may not elect to respond later on the basis of that same Event. If it was not important enough to respond initially then there is no reason that Event should become important enough later.

Note a player must indicate their response to a Message before it is received. It may be that a considerable amount of time elapses between the origination of a Message (especially in the case of Scouts) and its receipt. By the time it has been received the player will have knowledge to interpret the Message which is not apparent in the Message. Eg troops deploying at the time the Scouts see them may have moved elsewhere in the time before the Message is received, The player can see this on the table and hence does not respond to the Message - not on the basis of what is in the Message, but due what he can see on the table. Hence the player must note his intended response at the time the Message is first transmitted. As a consequence the player makes a response given the knowledge of the Message only.

Note a Commander does not have to respond to an Event, it is rather the only opportunity that he can. Should a Commander choose not to respond when eligible then they cannot do so later.
AUTOMATIC RESPONSES AND COMMANDERS' INITIATIVE
Troops may always respond to enemy troops who engage them in any form of Combat, even if a specific Event has not been fulfilled, in the following manner;


CONTROL OF TROOPS

COMMAND AND CONTROL
Chain of Command
There must be a Chain Of Command, determined before the commencement of the battle, along which all Orders, Commands and Messages must be passed.

A junior Commander may be superseded by a more senior Commander. To do so the senior must either be in base contact with the Unit it wishes to give an Order or Command to, or it must be in base contact with the junior Commander he is superseding, to issue Orders or Commands to any troops subordinate to the junior Commander. During the time the senior is superseding the junior he may not issue any Order or Commands or send Messages to any other Commander or troops other than to the Unit to which he has attached himself.

One Commander may be subordinated to another, should he be given Orders by a Commander senior to himself, to support the other Commander. Any Commander with orders to support another will be considered junior to the Commander he is to support.

All Army and higher level Commanders must have a fixed command position represented by tents, flag etc separate from his own casting. This will also form one more step in the distance a Message must travel to reach him if he is away from the Command Post.
Command, Control and Communications Rating
All Commanders must have a Command, Control and Communications Rating. This reflects the quality of the aides and organisation of the headquarters. The better trained and organized staff will ensure a Commander is better able to process the receipt and issue of Orders, Commands and Messages.

This rating is not a rating of the Commanders generalship. That is reflected by the individual players' competence. The Command, Control and Communications rating is solely the ability of that Commander and his staff to process the logistics of communication. The rating reflects the amount of time in minutes to process and Order or Message through the headquarters.

Command, Control and Communications rating range in multiples of five from five (best) to twenty (poorest).
ORDERS
Orders are the formal instructions given by commanders to subordinate commanders and or Units, which details the actions and or objectives they are to fulfill.

Orders may be issued before the commencement of the game or at any Event where the issue of Orders is permissible. An Order to a Commander can result in Orders to all, some or none of his subordinate Commanders and or Units.

All Orders:
  1. Must have a reference to a geographical feature or a specific enemy force where, or against whom the action is to be taken, and
  2. Must have the time they were issued and when they are to be put into force, and
  3. Must note from and to whom they are being sent, and
  4. May NOT contain the word "if", or any other synonym thereof, and
  5. Are transmitted from a Commander to his subordinate Commander and or Units.


The following terms, when used in Orders, will have the following meanings:
MESSAGES AND MESSENGERS
Messages may be sent at any Event, in which such response is permissible. All Orders and Messages must be transmitted by a Messenger.

Note this is the only means of subordinate Commanders to communicate information to senior Commanders.

Messengers must attempt to remain at least 400 m away from any visible and/or known enemy troops, if they can do so.
Transmitting and testing response to Orders or Messages
A Commander may write or receive and read an Order or Message in a period of five minutes. The receipt of an Order or Message takes precedent over the issue of such in the same time period. Multiple Orders or Messages will then be delayed in their receipt or issuance due to previous ones

The time taken for an Order or Message to be transmitted is equal the total of the following;

Once the time of arrival has been determined then note the time to test the receipt of the Message or Order by that Commander. When that time occurs in the game test for any delay and possible loss of the Order or Message.

The additional time of delay is equal to three minutes times the total of 1D10 plus any fatigue incurred by the receiving Commanders= Unit at the time of receipt.

Test for each receiving Commander or Unit separately, or where a Unit has been split up for any reason, and there are two or more groups of one or more Elements, then each must test separately until they have come into base contact and Rallied.

COMMANDS
Commands are the rules means for handling short specific instructions that are issued during battle by Commanders. They are not intended to replace Orders, but function as a limited action instruction to respond to enemy actions in as short a space of time as possible. They are to provide for quick responses to opportunities on the battlefield which are not accommodated within standard drills.

Commands may be issued at any Event or when a Unit is to carry out any action different from the one currently engaged in.

Commands are issued from either a Commander to the Unit he is an integral part of, or from a Commander to as many Units directly subordinate to him and which he is within 200 m of.

A Commander may issue as many Commands as he has subordinate Units with at least one Element within 200 m.
Testing Response to Commands
Response, or delay therein, to a Command is tested for as noted for the type of Command.

Each Unit is tested for separately, or where a Unit has been split up for any reason, and there are two or more groups of one or more Elements, then each must test separately until they have come into base contact and Rallied.

Only the following specific Commands are permitted.
Standard Commands
For the following Commands the Unit responds after 1D10 minutes;