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C2 mechanic

I would suggest doing a mechanic that limits how many orders/limit a higher
leader's influence for every game turn. Accounting for time and distance alone will
cause delays, not to mention how long it may take all but the best to digest
incoming information, make a decision for a course of action, have it written and a
courier finding and delivering it to the subordinate…and the process starts again.
Time and distance -2 real concepts that affect command and control more than an
imaginary radius that never changes in distance, time or account for a leader and
his staff's efficiency.
I think that the command radius is meant to reflect much more than just the
distance to which a commander can control troops.
As a tabletop general I have 100% knowledge of everything going on in the battle. I
think the command radius reflects:
1) The commander may not even know the situation that the battalion is in that as a
player you want it to react to. Now the battalion commander could send a message,
and the commander could assess and reply. But to my knowledge brigade/divisional
commaders didn't get paper updates every 10 minutes. And if they did there would be
a queue of messagers and replies would be delayed. Sometimes the unit itself might
not even be aware of the event you want to repond to. Battlefields are generally
much less flat than tables and it doesn't take much of a rise or dip to hide a
unit.
2) There is a limit to the distance at which commanders can exert effective
control. Generally, the further the distance, the harder to effect control –
bearing in mind that the distance is usually covered by other units. Controlling
units that you can't see and which have a time delay to communication increases the
risk of inappropriate orders.
Battalion commanders had very little latitude. They could form square if
threatened, refuse a flank, or stop/start volley fire.
Brigade commanders had a bit more, but only dealing with what was in front of them.
Division commanders, depending on the nation could have a broader spectrum of
options. For the French, a division could be seen as a small combined-arms army.
Corps commanders had objectives. How they achieved them with their corps was their
business--within the instructions of the CinC.
The reason that battalions and brigades had little decision latitude had to do with
how troops were controlled. They either were part of a column advance of a division
or a battle line, which was controlled by a directing battalion/brigade. Everyone
did the same thing. That battle line could be as long as one wished… no command
radius. Command was passed down the line by officers by voice far faster than a
courier could ride. Everyone keyed on the directing unit. That's how brigadiers and
division commanders 'controlled' their troops. IF a battalion got out of line, its
first responsibility was to get back into line… and being out of line is really the
only thing that could be considered 'out of command.'
Even division commanders would have to maneuver, keying off each other. The
distances units were from a divisioinal commander wasn't an issue. Where they were
in the battle line was.
In most games, even the distances couriers would have to cross from Corps
commanders to division commanders is a mere fraction of a game turn. The distances
from a commander were never a real concern in the military system used.
So, any individual initiative would either be within the proscribed SOP, the pre-
determined latitude allowed each level of command, or the commander was making
decisions outside his responsibilities… which was an issue on the battlefield and
with the consequences after.

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