Modelling Command

A key aspect of these rules were inspired by the writings of Clausewitz, in particular his descriptions of the effect of friction in war. This concept of friction is a major foundation of these rules and the main reason I have used the title ‘Vom Kriege’ for the rules.


Key statements on friction from Clausewitz’s ‘Vom Kriege’ include:
Everything in war is very simple, but the simplest thing is difficult. The difficulties accumulate and end by introducing a kind of friction that is inconceivable unless one has experienced war.

Iron will-power can overcome this friction; it pulverizes every obstacle, but of course it wears down the machine as well.

Friction is the only concept that more or less corresponds to the factors that distinguish real war from war on paper.
This tremendous friction, which cannot, as in mechanics, be reduced to a few points, is everywhere in contact with chance, and brings about effects that cannot be measured, just because they are largely due to chance.
The good general must know friction in order to overcome it whenever possible, and in order not to expect a standard of achievement in his operations which this very friction makes impossible.

Friction, as we choose to call it, is the force that makes the apparently easy so difficult.

These concepts of friction form the basis of the command and control aspects of these rules. A such, there are some key elements that I have tried to model in the rules. These elements include:
  • Representing the chain of command from Corps through to Brigade leaders
  • Representing the friction and chance in the proper delivery of orders along that chain of command
  • Representing a leader’s difficulty in focussing his will-power on every aspect of their command
  • Representing the friction and chance in activating units to undertake orders and then keeping them following those orders.
How each of these elements is captured in the rules is explained below. There is also a pictorial example of the command rules in action during a Battle of Golymin scenario.

Chain of Command

The objective here is to represent the flow of orders from strategic to tactical levels. This is achieved by higher order leaders passing a set number of command points down to subordinates (Divisional and Brigade commanders).

Delivery of orders

There are two factors involved in the delivery of orders. The first is the risk that the orders are not delivered or are not properly understood. This risk is handled by the command dice rolls themselves. The player has some control over the outcome through an ability to reroll any dice. This is much less random than just rolling dice once. It's actually a bit like playing poker.

The second factor is the delay or risk of losing orders sent over longer distances. This is handled by requiring 1 additional command dice to be used for any orders sent to subordinates more than 5 hexes away. This is certainly a heavy penalty to pay for having units or commands working more flexibly. The alternative is to keep commands close to each other and keep units near their leaders. This is fairly representative of what seems to have happened in battles fought in this era.

Limited Focus of Leaders

The more command points allocated to a leader through the chain of command, the higher the likelihood that the leader will be able to order and action his units. A higher order leader then has a choice to make between each subordinate leader under his command about which leader he wants to have reduced friction.

Again, this seems to be very typical of battles in this era, where battles appeared to have a sequence of attacks and counter-attacks across the battlefield, without everything happening all at the same time.

Activating Units

A command wanting to attack, will usually have a good chance of receiving at least 2 command points from a higher order leader. Assuming the command leader has a command value of 3, then with 5 CP, he will have a 84% chance of rolling at least 1 saber and a better than 50% chance of 2 or more sabers. With a typical 6 units under his command, this gives a reasonable level of control over an attack provided the units are kept together in groupings of at least 2 units. It is unlikely that more than 2 units or groups can attack independently. If they are grouped in pairs then 4 units could attack with 2 in support.

Moving units, or shooting, is usually easier to activate orders. However, grouping units is usually required to move a whole command.

Command Rules Example

A detailed example of the command rules is given below for the French left flank command in the Battle of Golymin AAR.



The French 1st Division in the foreground of the photo above has not received any command dice from the Corps leader (shown at the right edge of the photo). The Corps leader has allocated all his dice to the 2nd Division which is off-screen to the right in the hope of getting them to advance as quickly as possible into the gap between the woods and the village.

The 1st Division leader rolls 2 infantry and a flag. The flag is re-rolled for another infantry. Two of the infantry dice are used to set Forced March orders for the whole division. Two regiments are off the board behind the initial 4 regiments shown in the photo. The other infantry die is used to move the Division leader himself. Forced March orders enable all regiments to move 4 hexes, provided they remain in column and don't move any closer than 5 hexes to the enemy. 



The result of these orders is shown above. The whole Division has moved rapidly towards the woods. The Russians are waiting just behind the woods. 



On turn 2 the French Corps leader rolls 3 infantry after re-rolls. Given the rapid advance of the 1st Division, the French see an opportunity to take the woods before the Russians get themselves set. The Corps leader allocates 2 infantry dice to the 1st Div and 1 die to the 2nd.

The Russians decide to initiate an early move on this side of the battlefield after seeing the French threat, and move two regiments into the woods.

On his initiative, the French 1st Division leader rolls 2 cavalry and 1 artillery, which is not all that useful. He re rolls all 3 dice for 1 infantry and 2 artillery. With the 2 infantry dice allocated from the Corps leader this gives the 1st Division 3 infantry and 2 artillery command dice. The 3 infantry dice are allocated to each of the leading regiments, and 1 artillery is used by the command to move himself. The 3 infantry regiments deploy into line and move forward 1 hex. The remaining 3 regiments sit tight as there are no command dice available to order them. In hindsight, I now realise that the 3 lead regiments could have conducted their formation change and 1 hex move as a group move. This would have allowed an infantry dice to be used to move either of the 2 reserve infantry columns.

The right-hand regiment has moved within musket range of the Russians in the woods and get to loose a half-effect volley, inflicting 1 hit on the Russian infantry.



The next Russian response is to shoot at the right-hand French regiment with the infantry regiment in the woods, and shoot at the centre French regiment with their artillery. Both of these orders are shown above as the infantry and artillery dice adjacent to the respective Russian units.

The Russian infantry fire from the woods scores 3 hits, a devastating volley!

The lone artillery battery fires at maximum range down the road through the forest with 1 die and rolls a flag, causing the centre French regiment to retreat 1 hex.



On the next French turn it is clear that the French 1st Div. would want to get an early initiative so they can melee the Russians before being shot at again.

The French Corps leader rolls 2 infantry and a flag. The 2 infantry are allocated to the 1st Div.

The French 1st Division leader then rolls 1 saber, 1 infantry and a flag after re-rolls to which is added the allocated 2 infantry. This gives 1 saber, 3 infantry and a flag. The French were hoping for another saber roll to enable it's leading 2 regiments to melee. In the picture above, the regiment with 3 hits is ordered to retire. The centre regiment is ordered to fire on the infantry in the woods, and the left regiment melees the Russian infantry regiment. The remaining infantry die is given to one of the reserve regiments to move up and replace the regiment with 3 hits, and the flag is used to move the Division leader.



The above photo shows the position at the end of these set of orders. The Russian regiment with 3 hits has retired back to enable it to receive rally orders in future turns. A reserve regiment has moved up on it's right and deployed into line. The centre regiment shoots at the Russian regiment in the woods scoring 1 hit. The French left-hand regiment scores 2 hits on the Russians in the melee, and the Russians battle back has no effect.



On the Russian turn, the lone battery fires down the road at range 5 for 1 hit on the centre French infantry regiment. The Russians in the woods fire at the same unit for a hit and a retreat. The remaining Russian regiment in the woods melees the adjacent French regiment with 1 die for 1 hit. The French battle back for 1 flag. The Russians can ignore 1 flag so stand.



The French 1st Division attack is stalling. A single regiment is in contact with the Russians in the woods but the second Russian regiment has pushed back all attacks so far.



In the photo above, the Russians have retired back through the woods in response to French pressure on the centre of the Russian position by other French forces.

The French follow-up, but the Russians have successfully delayed the advance and kept their forces intact.

Although this is where we leave the example, it does give some insight into the way the command rules work.

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