Alternate Command Moves
After a number of test games with the rule system, it has become clear that the alternate command initiative mechanism works better than I had expected for solo wargames. Effectively this mechanism allows each side to activate a group of units, usually a brigade, and conduct any actions allowed by the roll of command dice. This often results in an action/reaction sequence throughout a turn, which could not be foreseen at the start of the turn. In addition, the limitations of command dice add to the uncertainty.
The chain of command and command dice are an important element in the alternate initiative mechanism. In order to maximise the chance of a plan being put into action, it is important that groups do not take their initiative before they are handed command dice from higher order leaders. This can be at the expense of earlier initiation in a turn, which can take the enemy by surprise but at the risk of getting a poor command role.
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In the above photo from the Battle of Golymin, the Russian regiments defending the woods took an early initiative and scored some heavy casualties on the advancing French. The French regiments took their initiative later in the turn and were only able to get one saber command die. This meant that one regiment was able to melee the Russian regiment on the left, while the two regiments which took the casualties were not able to melee, but only fire. In this situation, the Russians did not want to take the risk that the French might get more saber rolls, and melee without being able to respond with fire.
In desperate circumstances the alternate initiative mechanism can also allow a group of units to initiate twice before the units it is engaging get an initiative. This introduces more uncertainty but also a degree of realism that seems to work quite well when playing solo.
I was concerned about this 'double' move creating unrealistic situations. The reaction rules for counter-charging, forming square and retiring & reforming mitigate this effect, but one concern remains. This concern relates to a unit receiving an assault, which does not get an opportunity to shoot because the attacker sequence has given it two moves in a row. Did I need a fire reaction rule? So far I have resisted that. With the command dice uncertainty there is no guarantee that an attacker will get the dice they need to fully exploit a two move opportunity.
I have been wondering why the rules work well for solo play and I have hit on two reasons. Firstly, you can still plan each sides strategic orders but there is no certainty about exact timing or outcome. Secondly, the alternate initiative provides a tactical focus that follows the strategic orders but introduces further uncertainty into the execution of the overall plan.
The chain of command and command dice are an important element in the alternate initiative mechanism. In order to maximise the chance of a plan being put into action, it is important that groups do not take their initiative before they are handed command dice from higher order leaders. This can be at the expense of earlier initiation in a turn, which can take the enemy by surprise but at the risk of getting a poor command role.
In the above photo from the Battle of Golymin, the Russian regiments defending the woods took an early initiative and scored some heavy casualties on the advancing French. The French regiments took their initiative later in the turn and were only able to get one saber command die. This meant that one regiment was able to melee the Russian regiment on the left, while the two regiments which took the casualties were not able to melee, but only fire. In this situation, the Russians did not want to take the risk that the French might get more saber rolls, and melee without being able to respond with fire.
In desperate circumstances the alternate initiative mechanism can also allow a group of units to initiate twice before the units it is engaging get an initiative. This introduces more uncertainty but also a degree of realism that seems to work quite well when playing solo.
I was concerned about this 'double' move creating unrealistic situations. The reaction rules for counter-charging, forming square and retiring & reforming mitigate this effect, but one concern remains. This concern relates to a unit receiving an assault, which does not get an opportunity to shoot because the attacker sequence has given it two moves in a row. Did I need a fire reaction rule? So far I have resisted that. With the command dice uncertainty there is no guarantee that an attacker will get the dice they need to fully exploit a two move opportunity.
I have been wondering why the rules work well for solo play and I have hit on two reasons. Firstly, you can still plan each sides strategic orders but there is no certainty about exact timing or outcome. Secondly, the alternate initiative provides a tactical focus that follows the strategic orders but introduces further uncertainty into the execution of the overall plan.
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