Tuesday 13 August 2019

Notes on Command & Communications rules



In order to clarify how command and communication works in Bayonet_10, I have set up a table-top scenario in which a small German force (E) is moving into the field of fire of a significantly larger British force.

In Bayonet_10, each side has one command element. This is the case even if there are two or more players on the same team (unless each player is fielding a seperate force with it's own independent command structure, see below for more details). In any military structure, one officer will out rank the others. In this scenario, our fictious British commander is Major Burton (A). There can be as many subcommanders serving under the commander as the game requires. In this scenario, Major Burton commands his own command elements and a two gun battery of 17lb anti-tank guns. The first gun is situated directly in front of Burton's base, and the second gun is situated on the hill top, to Burton's right. Major Burton also has three subcommanders under his command; Lieutenant Fletcher (B) commands 1 Mechanized Infantry Section - deployed to the front of the British position. Sergeant Wallace (C) commands 2 Mechanized Infantry Section - deployed along the hill, guarding the second 17-pounder. Finally, Lieutenant Grant (D) commands A Troop - three M4 Shermans and a Sherman Firefly - which Major Burton is keeping to the rear as a reserve. Also under Major Burton's personal command are two forward observors, each concealed in a small trench, on the river bank.

Command elements can be marked with small flags if desired. I have used a square flag to denote Major Burton, and triangular penants to denote each of his subcommanders. 

At the beginning of each round, the command element rolls 1d6 for command points. To this he may add +1 for each subcommander, giving him a theoretical maximum of 9 command points. If the British are being played by two or more players, then the commander allocates command points according to need.

If a subcommander is lost during combat, then their command bonus is also lost. If the command element is lost, then the next ranking officer takes over, but with a 50% reduction to all command die rolls.

Seperate command structures. 

In some cases, a game may be based around multiple forces from different countries, or different armed services, playing along side each other. For example, one player might be fielding a German Heer unit, whilst their companion is fielding a Waffen SS unit. Another example might be US Marines fighting along side Venezuelan National Forces (as seen in our Venezuela '39 campaign). In such cases, each player operates independently of the other, with each their own command elements and subcommanders, as the game requires.

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From left to right;
1_Lieutenant Fletcher and 1 Mechanized Infantry Section - deployed along the front of the British position. Note the forward observor in a trench in front of 1 Section.
2_Major Burton's command units and the tanks of Lieutenant Grant's A Troop.
3_Sergeant Wallace and 2 Mechanized Infantry Section - dug in along the right side hilltop.


Command ranges.

A command element can issue an order within a radius of 24cm at the cost of one command point. Beyond this range, each command costs double command points.

Subcommanders can issue orders with a radius of 12cm. Beyond this range, each command costs double command points.

If subcommanders have radio communications, then they can operate beyond 24cm of the command element with no loss of command points. In other words; Major Burton rolls a d6 at the beginning of the round. He rolls a four, then adds three for each of his subcommanders. He then allocates command points according to his needs. The distance between Major Burton and Lieutenant Fletcher on the table top is 53cm, but Fletcher has a radio in his half-track. For as long as his half-track survives, Fletcher can operate at normal rates, but should his half-track be destroyed, or should Fletcher be downed in combat, then Major Burton will have to use two command points to move 1 Section's elements.

Note. Elements in base contact with each other count as one element and only require one command to move. 1 Section as deployed is seperated into four elements and would require four commands to move (unless they were in a stated formation, such as a convoy or bayonet charge, or unless a general order to retreat has been given).

General orders: Retreating

A subcommander who has been downed in commder can still give a last general order to retreat. This is because each infantry element usually represents a group of soldiers and even if Lieutenant Fletcher himself has been killed, his immediate subordinates can still relay a final order to retreat.

Note that a general order to retreat is not the same as fleeing - which is an outcome of combat. Units retreating will still be able to defend themsleves. Because of this distinction, elements ordered to retreat do so at half speed and remain facing the enemy.

General orders; Full advance 

A Commander can issue a general order to a subcommander and their entire unit to move forwards using one command point. All elements within 12cm of the subcommander may then move forwards at full speed unless prevented by combat, a terrain obstacle, or otherwise ordered to stop.

Generic moves

In Bayonet_10, different element types have different characteristics when not under orders. General Infantry for example, turn to face their nearest enemy whilst slowly crawling towards cover (1cm per round). Heavy weapons teams remain static unless defeated and forced to flee. Snipers and forward observors turn to face their nearest enemy and slowly move back to cover (1 cm per round). AFV's and vehicles remain in position until defeated. 

All elements move if a general order to retreat has been given.



Early to mid-twentieth century military organization for Bayonet_10

UK / US
Germany
USSR
Fireteam
2 - 4
Lance Corporal /
Corporal
Trupp
Gefreiter /
Obergefreiter
N/A
Капрал (Corporal)
Pilot with wingman
Senior ranking officer
Kette / Rotte
3 bombers / 2 fighters
Kettenführer  / Rottenführer
Pilot with wingman
Senior ranking officer
Squad / Section
5 - 14
Corporal / Sergeant
/ Staff Sergeant
Gruppe 
8 inc LMG
Unterfeldwebel /
Feldwebel
Squad
9
Сержант (Serzhant)
Platoon / Troop
15 - 45 / 3 - 6 AFV
First Lieutenant / Second Lieutenant /
Lieutenant
Zug
Leutnant /
OberLeutnant
Platoon
34 -43
Лейтенант (Leytenant)
Flight
3 - 6 Aircraft
Flight Lieutenant
Schwärme
4 - 6 aircraft
Schwärmführer
?
?
Battery
2 - 12 guns or mortars
Lieutenant / Captain
/ Major
Batterie

Hauptmann /
Major
Battery
2 - 12 guns or mortars
Лейтенант  (Leytenant)
/ Капита́н (Kapitán)
/ Майо́р (Maior)
Company
80 – 150
Lieutenant / Captain
/ Major
Kompanie
Hauptmann /
Major

110 – 140  
Лейтенант  (Leytenant)
/ Капита́н (Kapitán)
/ Майо́р (Maior)
Squadron
12 - 24 Aircraft
Squadron Leader /

Staffel
9 - 12 aircraft
Staffelkapitän
Escadrille 
15-10 fighters
12 bombers
?
Battalion
300 +
Lieutenant Colonel
/ Major
Abteilung / Bataillon
Oberstleutnant /
Major
Батальон (Battalion)
Podpolkóvnik
-

https://en.wikipedia.org/wiki/Aviation_regiment_(Soviet_Union)

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