You may recall that all wargames must deal with the 4Ms.
For review, those are Movement, Melee, Missiles, and Morale. The way you solve for those M’s will dictate
your game’s core mechanics. As
designers, we must constantly choose what we wish to emphasize in our games,
and how we choose to handle the 4Ms will naturally flow from these
decisions.
There are other major components in wargame design to consider
outside of the 4Ms. One of them is
Command and Control, or how do you want the player to be able to provide
instructions to their little men on the tabletop and how will there soldiers
respond to these orders?
It is common to think of Command and Control as an
extension of Morale. After all, Morale
is trying to model how troops in you game will react during combat. However, Morale tends to focus on how your
units respond to actions by the enemy.
For example, it is a Morale situation to determine how your soldiers
will respond when the enemy shoots at them, charges them in the flank, moves
into their line-of-sight, etc. Command
and Control is not concerned with the enemies actions, it is concerned about
how your troopers respond to their own commanders, officers, and staff.
In many games, this feature is simply glossed over. Miniature soldiers will always do what they
are ordered to do by the player. They
automatically know what is intended and carry out the orders without any
hesitation. It doesn’t matter if it is obviously
suicidal they just do it. This is the
easiest solution to Command and Control.
As a designer, I find this solution to be lacking. Clausewitz often refers to the “Friction” of
war. This is a series of obstacles that
make it increasingly difficult for a commander to achieve victory. This “Friction” takes many forms and can lead
to key units not responding appropriately.
Part of what makes war gaming interesting is determining how you are
going to overcome this mounting friction of the unanticipated. Most friction does not come only from enemy
action but by the mounting difficulties of enduring operations. As a war game player, friction forces and
creates choice and decision points and that helps make a good game.
Different genres and different periods will have varying
levels or causes of Friction. For
example, in Ancient battles communication was difficult due to space and
distance. Greek commanders were expected
to be in the front-line putting themselves in harm’s way with his fellow
citizens. This made Command and Control
difficult outside of their own unit. In
the Horse and Musket period, the commanders would send Aide-de-camps riding around
with their orders but these brave souls would have their horse shot out from
under them, killed, get lost, or captured before the orders could arrive. In modern skirmish, radios get wrecked, maps
turned around, and interference scrambles signals. In Sci-fi settings, enemy jamming and ECM
could be disrupting the signal or units could be operating silently. You can see the potential obstacles to proper
Command and Control are not limited by genre and time period so therefore
should not be ignored by a designer either.
Now that we have established that Command and Control is
important for a designer to think about what are some ways to model it in our
games? I am sure there are countless
ways to do it, but I can think of a few methods:
1.
Command Checks
2.
Resource Management
Command Checks
A command check is a simple dice roll or card flip with a
success number associated with it. In
order for the Unit to do what it is being ordered to do they must first
successfully pass this test. If failed,
they will not respond as anticipated.
The examples I can think of are Hail Caesar/Black Powder, DragonRampant/Lion Rampant, and The MenWho Would Be Kings. In Hail Caesar your commander has a rating
and as long as the commander can pass command checks, they can give orders for
troops to do stuff. For Dragon Rampant different unit types
have a different success level based on the order and unit type. In both games, Command failures turn play
over to the opponent. The Men Who Would Be Kings is a bit
more complicated as some units can always do certain orders based on their
training, but other actions require a test.
Failure means the units becomes confused and must be rallied at a later
date.
As a player, you have to decide which actions are the
critical actions that must be done first, or risk losing the initiative and
having play go back to your opponent.
Resource
Management
In this scenario, a player may receive a certain number
of orders that they can use. Typically, there
are not enough orders to do everything that needs to be done. Therefore, the commander must decide what
actions are going to take place when.
This is the method used in Blucher
with a bit of a spin. Your opponent
knows how many actions you can take, the player does not.
A more common variant is to have the Command Tokens
unlock special moves. All units can do
standard orders such as move, shoot, etc.
However, the Command tokens may give bonuses like extra movement,
dodging, steal initiative, re-rolls, etc.
However, the key is that these additional actions are limited and the
player must choose how and when to use them.
You may have seen this in games such as Robotech: RPG Tactics, DuxBellorum, and All Quiet on theMartian Front.
Final Thoughts
Final Thoughts
I am sure there are many more clever and interesting ways
to make Command and Control a vital part of the game. Some other game examples I can think of but
have no personal experience with are Soldiers
of God, Saga, and Sword and Spear. There are probably many other interesting
ways to deal with the issue and I encourage you to point me towards more
examples in comments.
Command and Control introduces more “Friction” for a
player of war games to overcome. This in
turn forces choice and decision points.
Choice and decision points are vital to make a game fun. Therefore, as a war designer you will want to
strongly consider adding some sort of Command and Control element into you
games.
Hi. You might want to check out Too Fat Ladies Sharpe Practice for interesting command and control options. Their other rules like Chain of Command, I ain't been shot mum and Dux Britannica all provide interesting variations. Some video tutorials are here https://www.youtube.com/user/toofatlardies
ReplyDeleteThanks. Lardies products have been a bit of a blind spot for me, and I have Chain of Command on on my "To Buy" list!
DeleteHi. In my near future era game I developed back in 2012 the player picks a unit to issue an order to and rolls a D6 to see what orders are available to the unit. You deduct 1 point for each suppression marker on the unit. And you add 1 if the unit is classed as elite. You also add 1 if the unit's orders from previous turn were regroup or conceal. If the total score was 1 or less the unit could take no action for the turn other than call in support fire.
ReplyDeleteThat sounds interesting. Did different units have different charts for potential orders?
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