Command and control

By Cyscott1, in Tide of Iron

This is a rough draft of some rules I'm planning to include in a campaign I'm working on. Please give some input on these and let me know if they are easy to understand or if more examples are needed etc. Also let me know your opinion on this. More detailed info will be comming in the campaign.

Organization: Units used in this campaign are organized into Platoons. Units of each platoon use a different squad base color. This is important since each platoon has it's own commander. Groups of platoons are organized into a company. A company will have it's own commander as well.

Command and Control: Each platoon has a commander. This will be a squad containing an officer. Squads in a platoon must stay within range of their commander to receive orders. Squads that are out of range are considered out of command. Out of command squads are limited in what they can do.
An officers range of control extends 1 or 2 hexes in every direction depending on the troops being commanded. Squads having at least 1 elite infantry may be commanded up to 2 hexes away if they are within line of sight. Squads containing only regular infantry or heavy weapons have a range of 1 hex. Command can link from squad to squad forming a chain of command allowing squads to spread out across the map. For example, a squad containing an elite infantry is 2 hexes from it's commander. A second squad containing an elite infantry is 2 hexes from that squad, 4 hexes from the commander. Both squads are in command since the first squad passes command to the second. All squads forming the chain must belong to the same platoon. A squad may not move out of command but, a squad may be left behind by it's commander.

A squad that is out of command may not advance toward the enemy. They may:
Attack an enemy within line of sight
Advance toward their commander (even if this means advancing toward the enemy)
Be placed in OP fire
Use equipment
Make an assault if the enemy is within range and line of sight and the squad contains at least 1 elite infantry

A squad that is out of command is pinned if they suffer any losses. They do not rally during the status phase, the owning player must roll a 5-6 or they remain pinned or disrupted.

In the event a platoon commander is killed, a squad in that platoon containing an elite infantry may assume command of the platoon or another officer in command range may take command of that platoon. A company commander may assume command of any platoon at any time if he is within command range of that platoon. A platoon may only have 1 commander at a time.

The command structure applies even to squads that are mounted. Light vehicles are considered to have their own crews, usually a driver and sometimes a gunner. These vehicles are also part of a platoon and must remain in command like a squad. A light vehicle receives command the same as a squad of regular infantry. If it is carrying a squad containing an elite infantry treat it as elite.

Tanks are considered independent and may operate normally without being in direct command.

A recon squad is also considered independent.

Thanks for any input,

Scott

By the lack of replies, I guess this is an epic fail. Back to the drawing board.

Cyscott1 said:

By the lack of replies, I guess this is an epic fail. Back to the drawing board.

Not so fast, I haven't had time to properly read it yet. happy.gif

not an epic fail at all. i just read for the first time so i need to look at the rule more.

BJaffe01

These rules are based on a higher officer density than mormal ToI scenarios have. Many of my games would have ground to a halt after a few turns because the only three officer figures in the scenario had already become casualties.

I think, this approach underestimates the importance and initiative of NCOs (who are not represented in ToI, but are inherent in all squads).

That said, I think something about C&C and organizational structure would certainly benefit the game.

KlausFritsch said:

I think, this approach underestimates the importance and initiative of NCOs (who are not represented in ToI, but are inherent in all squads).

Could you explain why you think this? I thought I had accounted for this by allowing several actions for squads even out of command and even more if the squad has elite infantry which I feel represent better trained more experienced troops.

Cyscott1 said:

Could you explain why you think this?

NCOs were usually well briefed about the situation and the mission, so, the death of the platoon officer did not stop the platoon from advancing on the objective or performing other tasks to fulfill the mission.

I'd rather increase the benefits of having officers around than penalizing their absence. As the game stands now, officers do not have the abilities or the numbers to be as useful as they should be.

i like the idea of elites effectivley being treated like nco's,if i read you right, allowing for the platoons to spread out some. the one thing to consider is there are a number of elite formations that would need different rules like Paratroops, Commandos, SS,NKVD, and Russian Guard. but the basic idea is quite sound. also how do plan on setting up company command squads?

BJaffe01

BJaffe01 said:

i like the idea of elites effectivley being treated like nco's,if i read you right, allowing for the platoons to spread out some. the one thing to consider is there are a number of elite formations that would need different rules like Paratroops, Commandos, SS,NKVD, and Russian Guard. but the basic idea is quite sound. also how do plan on setting up company command squads?

BJaffe01

Yeah, would need a different rule for each type of elite or a special ability. I'm not sure I'm ready for TOI to be that complex yet. Maybe someday.

Company command would be a single squad at this scale which would provide basicly a backup officer to the platoon level. It's already been abstracted down to 2 platoon per company so there's not much point going beyond this. I'm thinking to give this squad a command point value though to make things interesting. Another option would be that some command cards can only be used if this officer is available.

Cyscott1 said:

I'm thinking to give this squad a command point value though to make things interesting.

I like that, it is an idea I am playing with, too. I also intend to give company commanders from different nationalities different secondary abilities in order to make different nations more, well, different.

KlausFritsch said:

I also intend to give company commanders from different nationalities different secondary abilities in order to make different nations more, well, different.

One idea is to give British platoon commanders smoke capability at a range of 2 - 5 hexes for the light 2' mortar in the platoon command squad.

That's why i asked the questions i did. the Elite units of various countries had some pretty powerful effects on the battle field. your basic idea is real good it just needs some fleshing out so the TOI folks here can play it out. different secondary ablities for company commanders and special cards would add some very different gameplay to TOI

BJaffe01

It would be nice to bring out the differences of the various nationalities. I hope to see some approach to that in the Furry Bear.

How can we tell three or more platoons apart? Borrow bases from other nations?

KlausFritsch said:

How can we tell three or more platoons apart? Borrow bases from other nations?

That's what I had in mind.