Command & Control: The Why of it.

This actually concerns miniatures from all sorts of games and the terrain they're played on.
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Gene
Posts: 167
Joined: Tue Dec 26, 2023 12:16 am
United States of America

Command & Control: The Why of it.

Post by Gene »

I've been asked this question multiple times. It took me a while to formulate an answer, rewriting and simplifying until I felt it was just right. Anyway, here is my reply to this oft asked question... Why Use an Echelon System of Orders?

First off, directly below is the table with the "Echelon System of Orders", that way we'll all know what this is about.

-
Operational OrdersTactical Orders
ATTACK – 3 CPCharge – 2 CP
Fire – 1 CP
Melee – 2 CP
Rear/Flank – 3 CP
-------------------------------------
ENGAGE – 2 CPAdvance – 1 CP
Fire – 1 CP
Cavalry Charge – 2 CP
-----------------------------------------
HOLD – 1 CPHold Ground -1 CP
Opportunity Fire – 1 CP
Counter-Attack – 2 CP
--------------------------------------
DEFEND – 3 CPEntrench – 2 CP
Hold Fire – 2 CP
Steadfast – 2 CP
---------------------------------------
RETREAT – 2 CPFallback - 1 CP
Covering Fire – 2 CP
Rally – 3 CP
Now, on to the explanation.

IT....
  • Reflects Historical Battlefield Command Structure
    • In the Napoleonic era, command hierarchy was essential to controlling large, complex armies. Orders were issued at the Corps level to set overarching objectives (Operational Orders) and refined at the Divisional level to adapt to the immediate tactical situation (Tactical Orders).
    • This system mirrors historical practices where commanders like Napoleon, Wellington, or Kutuzov gave strategic directives to their corps commanders, who then relied on divisional and regimental leaders to execute the plan effectively.
  • Balances Strategic Vision with Tactical Flexibility
    • Operational Orders define the overall strategy, ensuring cohesion across the battlefield by preventing individual units from acting independently in contradictory ways.
    • Tactical Orders, issued by divisional commanders, provide the flexibility needed to adapt to local conditions like terrain, enemy actions, or morale.
    • Example: An "Attack" Operational Order keeps the corps focused on an offensive strategy, while Tactical Orders like "Charge" or "Advance" allow individual divisions to approach their objectives differently based on specific challenges.
  • Enhances Gameplay Realism and Depth
    • This system encourages players to think like commanders-in-chief, managing the big picture while trusting their subordinates (divisional commanders) to handle local decisions.
    • Players must carefully balance their Command Points (CP), prioritizing certain objectives while accepting risks elsewhere, just as historical commanders did when dealing with limited communication and resources.
  • Limits Unrealistic Micromanagement
    • Without this system, players might micromanage every unit on the battlefield, which would be unrealistic and overly time-consuming. The echelon system forces players to work within historical constraints, fostering more strategic decision-making.
    • Example: A player issues an "Engage" Operational Order to a corps. Within that framework, divisional commanders can decide whether to focus on skirmishing or advancing cautiously, reducing the burden on the player to micromanage every detail.
  • Creates Dynamic Challenges
    • The interplay between Operational and Tactical Orders introduces an additional layer of strategy. Players must anticipate whether their Tactical Orders align with the overarching Operational Order and make adjustments as situations evolve.
    • Example: A poorly timed "Retreat" Operational Order could lead to confusion among divisions still operating under conflicting Tactical Orders, simulating the chaos of war.
  • Aligns with Historical Command Delays
    • Orders in the Napoleonic era often faced delays due to distance, terrain, and communication challenges. By separating Operational and Tactical Orders and tying them to Command Points (CP) and command ranges, the system naturally simulates these delays.
    • Example: A division out of range might delay executing a new order, forcing players to rely on their previous Tactical Orders until the new one arrives.
  • Encourages Thoughtful Use of Units
    • The limitations imposed by Operational Orders prevent reckless or unrealistic use of troops. Players are compelled to plan their moves in advance, as changing Operational Orders mid-turn can waste CP and disrupt cohesion.
    • Example: An "Engage" order encourages skirmishing and probing attacks, but a sudden shift to "Attack" may leave units unprepared for a coordinated charge.
In Summary
The echelon system of orders offers a historically grounded framework that balances strategic oversight with tactical flexibility.
  1. Reflects historical command structures and challenges.
  2. Encourages strategic planning and resource management.
  3. Prevents micromanagement, keeping gameplay engaging and realistic.
  4. Adds dynamic layers of decision-making and risk assessment.
  5. Simulates the delays and communication challenges of Napoleonic warfare.
Gene
Posts: 167
Joined: Tue Dec 26, 2023 12:16 am
United States of America

Re: Command & Control: The Why of it.

Post by Gene »

I also wanted to explain how the system works. This a section that I'm constantly working on, adding, subtracting and changing it, to get the best out of it I can possibly achieve. With that in mind, what I write now about it, will, in general, remain the same, with refinement changing a few minor details.

The sequence of play per turn is through using phases.
Turn Sequence
1. Initiative Phase
2. Order Phase
3. Movement Phase
4. Combat Phase
5. Morale Phase
6. Resource Phase

Each phase is distinct, but some unit actions may cross over from phase to phase. However, in this case, we are going to concern ourselves with only the Orders Phase.

The Order Phase is when orders are given. First the Operational Order is decided (Attack, Engage, Hold, Defend, Retreat), and the command point cost is paid for that specific order by the Operational Commander (OC), as all orders have associated command point costs, and they differ in value. Then the Operational Order goes out to the subordinate commanders (SC). Depending on the distance between the OC and SCs, the operational order makes it the same turn it is sent out, or it will automatically reach the SC the following turn. Each of the commanders, including the OC have a distance range that is considered a commander's command range. See below.


Command LevelCE BoostMR BoostCommand PointsCommand Range
Incompetent-5-514"
Average+5+216"
Skilled+10+528"
Veteran+15+7310"
Gifted+20+10412"
Brilliant+25+15514"
The Command Range determines whether the commanders are within the range of whom is receiving the order, whether it's a subordinate or a unit.

There is a delay incurred if the recipient of the order is beyond the command point range of the commander issuing the order. As an example: If a veteran Operational Commander issues an operational order, every subordinate commander within a 10-inch radius of the OC receives the order immediately. In reality it means that an aide would reach the subordinate officer in 2-3 minutes (10 inches is 500 yards - or 1500 ft - and a horse trotting 10 mph will arrive in 2-3 minutes depending on terrain and other conditions), hand over the order, or repeat the order to the subordinate officer, then return to the OC. This time frame would still allow the SC the time to pass on the order and ready his troops. If it was up to double the Command Range then it would take 5-6 minutes to get there then find the officer and etc., meaning there probably isn't time to pass on the order and implement it before the time is up. Thus, the order is delayed until next turn. If a subordinate commander is beyond 2x the command range of an operational commander, then the order is considered lost.

For the Division or Battalion commander (subordinate commander) they get some leeway in how an operational order is carried out, hence the tactical order. However, if the order is issued to units beyond the command range of the division commander or battalion commander, the units are considered to not having received the order. The either follow the last order received or they can go to a hold position.


There is no dice rolling to receive orders, only the command range determines if an order is received or not, and when.
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