LOB - Command and Control

This past weekend, I took the time to finally read thru and make some notes on the Line of Battle - Command and Control rules.  These rules fill 8 pages in the rule book and we have not really had a chance to use them in our previous scenarios.  I hope these might help all of us better understand this critical piece of the game as we get ready to kick things off this weekend.

10.0  Command and Control 

With limited exceptions these rules manage how the Army Commander sends Orders to any of his Commands. 

Some basics ... 

  • Orders are required to Move or Attack 
  • No Order is required to Defend in Place 
  • Order requires Command Roll to Create 
  • Army Commander can attempt a Single Order each turn to one Command 
  • Orders must be written down and will take time to deliver (based upon distance / awareness)
  • Upon arrive, recipient must make Command Roll to Accept Order
  • (if not successful - must try again on subsequent turns) 
  • No subsequent Command Roll needed to relay orders (but they will also have delay) 
  • Most basic sense - Advance and Capture Object or Move Somewhere Specific 

10.1 Command 

  • A Command is a HQ / Leader / Units 
  • Can be an Artillery Battalion or a Corps or anything in between 
  • Orders are Required to be able to Move the Command's HQ
  • Units can move freely and fight within Command Radius (EXC 10.8a) 

10.2 Command Radius 

  • Max distance between Leaders / HQ and Units 
  • All units must be within Command Radius (EXC 10.2d) 
  • ???  Leaders filling in for a Command HQ are bolted to the ground when not following orders ???
  • Wagons are exempt from Command Radius but need Orders to Move 
  • Artillery battalions ignore Command Radius when Posted 
  • Unnegated EZOC blocks Command Radius 
  • Count Command Radius in Hexes 
  • Check Command Radius at start of Move and announcement of initial Charge
  • If not in Command Radius, 
    • Cannot Charge 
    • Any movement must be to move back into Command Radius
    • Movement Not Required
    • Non-Artillery in EZOC is Stuck (can still fire) 
    • Artillery may Limber to escape EZOC

10.3 Order Details 

Orders must be written down, and include - 
  1. arrival time at destination 
  2. type (Move / Attack)
  3. textual instructions
  4. optional conditions
Midnight Orders - No Command Roll required, multiple orders allowed, arrive at Twilight
Initiative is allowed at Night

10.3f - Can issue orders to reinforcements that have not yet arrived on board 

10.4 Order Types 

Attack - Move Somewhere and Size Terrain from Enemy 
  can also use Attack for short movements (no column requirements) 
  These Orders must be relayed from Corps Commander to Divisional Commander 

Move - Move to a Location but no Assault allowed
  can also move artillery to support an attack 
  All Infantry must move in Column (Conga Line on Roads) 
  Must remain in Column until Deployed

Deploy allowed when 1) reaching objective,  2) Receive Attack Order  3) Leader obtains Initiative to Deploy

Deployment ends a Move order 

10.4 c Reserve 

Allows formation to be set aside for a more rapid future use 
Must be in Column, Limbered or Mounted 
Any Size Formation can be put into Reserve 
Must be noted on the Initial Order or added as part of Implementation 
Can use Initiative to Leave Reserve 

10.6 Command Roll

A given leader can only make 1 Command Roll per turn
Leader must be stacked with HQ (if HQ exists) 
New Orders replace existing Orders
Move orders are not relayed to subordinates but acted on immediately 
Attack orders are automatically relayed but need to be accepted after potential delay 

10.7  Ending Orders 

Orders are ended when 1) Order is fulfilled,  2) New Order received, 3) Skedaddle, 4) All division in the command Fluke, 5) Player determines that the order is futile, 6) Move Order units deploy

10.7 b Fluke Stoppage 

Each turn, every Division must make Fluke Stoppage base check,  
  • Success - Nothing further to do 
  • Failure - Check the Division Leader Command Value 
    • Success - Nothing Further 
    • Failure - Division must successfully complete Attack Recovery (10.8c)  before it can act on a new order or resume current order 
Must move to rear to a location outside of small arms fire range in Activity Phase 
Can exit EZOC as per Case #2 in Rule 3.4
Must stay in that location with no-orders until Attack Recovery is completed 

10.8 Special Order Situations

No Orders - Units can defend and move within current area and HQ cannot move 
If Senior Leader of a Command is lost when under Attack Orders - Entire Command is Fluked 

10.8c Attack Recovery 

Roll on table each turn, ignore Open Order and Sharpshooter units for losses 
Roll and if successful, Roll again with Leader 
Unit will Auto Recover the next day 
New attack orders must await recovery 
(can also follow old attack order if still in play and at players discretion).

<This also happens when Attack Order ends>

10.8d New Orders 

New orders to a command still executing an Attack then Attack Stoppage and Attack Recovery occur normally.

10.8e Artillery 

Can be independent Command with own HQ 
Must be 4 hexes from HQ unless Posted by Leader
Move Order must either 
  1. Specify a HQ Destination Hex 
  2. Be in Command Radius of Friendly Command and be Associated with that Command

10.9 Skedaddle 

Controlled Event - Not a Rout

Player can declare a Skedaddle at any time in Activity Phase  
Also occurs when 
  1. Enemy enters HQ Hex  
  2. Retreat from attack by Small Arms Fire  
  3. Another unit force HQ to displace 
Procedure  

Put the HQ Anywhere you would like and once placed cannot move 
  • Units from that Command must move to re-enter Command Radius 
  • Must enter Column, Limbered, Mounted and do a Move Activity 
  • Can freely enter / exit EZOC with associated SP losses 
  • No Closing Roles needed
  • Pay MP costs for facing changes normally

10.9b  Ending Skedaddle 

After all units are in Command Radius then make Initiative Roll to end the Skedaddle 
Skedaddle cancels all Command Orders 

10.9d Trapped 

Can surrender units that are not getting back to Command Radius and therefore move towards ending the Skedaddle 

10.10 Initiative 

Allows leaders to create their own orders (with restrictions) 

Must successfully pass a Command Roll to issue an Order

When in a Skedaddle - The only order that can be issued is to End the Skedaddle 

Order Restrictions 
  1. Move an Artillery Command 
  2. Modify existing orders from the standpoint of Route and Timing 
  3. Deploy Command currently working a Move Order 
  4. Release Reserves (can Defend in Place or follow parents command order)
  5. Counter Attack
    • To recapture lost ground (note that the unit must have been reserve unit in previous attack order)
  6. End Skedaddle







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