Having established that there are scenarios
and battlefield configurations which are perhaps not ideally suited to the
Command Cards activation system in Commands
& Colors: Napoleonics, what else might fit the bill?
On the small number of occasions when
necessity has obliged me to come up with something suitable (typically because
the battle was the wrong size or shape for left/centre/right demarcation), I’ve
successfully used a dice-based system, whereby the number of units which may be
ordered is the total of nD6 (or, more usually, nD3), where n is given by an
algorithm involving the current number of units and generals in each army, and
might make some allowance for the historical abilities of the commanders
involved. This system (and it has evolved a bit) is derived from assorted
sources: Portable ™ wargames of various
types and shapes, an OOP edition of Hearts
of Tin, articles in Bicycle News and
elsewhere, and even some stuff of my own. Personally, I prefer something
simple, preferably linked to the structure of the army, which does not involve
counting the distance between each leader and his units – not every turn,
anyway. The ability to carry forward a small “float” for later use is nice, too.
All good – the only potential weakness is that the algorithm has, thus far,
been based on guesswork, the only check being that the resultant numbers of
ordered units are not dissimilar to those in a straight game of CCN.
What I have actually done, though, is less
important than the fact that the world is full of alternative ways of
activating an army, and probably a fair number of them would have been
suitable. It’s mostly a question of effecting a smooth join at the edges.
I had a lengthy exchange with Prof De Vries
about what else I could have done. He is invariably amusing, but he also has a
refreshing tendency to produce crazy extrapolations, which sometimes are more
useful than he intended. How would it be, he said, if we dropped activation
completely, and fell back on what we might consider a streamlined Old School
game, where you can move or fight with anything you like, yet still keep the
neat, quick, simple moving and combat systems from CCN? As far as I know, Peter
Gilder and Charles Grant Sr didn’t bother about limiting the number of units
under your command on any given turn (apart from the ones who were stopped or
routed by the copious morale tests, of course), so you would expect a
deep-throated murmur of approval from the traditionalists. In truth, such a
game sounds like it might be a blast, and I am very keen to try one. Being of
an analytical (not to say pessimistic) bent, however, the Prof and I also came up
with a few potential problems.
1. One of the reasons why CCN works so well is
that the games move quickly – your turn usually doesn’t give you a great amount
of scope for moving stuff about, but it will be your turn again very soon. In
direct contrast, if I could get back all the accumulated time that I’ve spent
over 40 years wargaming, watching people scratching themselves while they
decide what they should do with their other 33 units this turn, I would have
more than enough left over to build an Austrian army. I might even have enough to
read all the way through the Empire
rules. If we’re going to allow a free-for-all, then it will be necessary to
impose some time limit on a turn – if your time runs out before you’ve fired
then perhaps you will learn something for next turn.
2. If all units can be ordered every turn then
there is no opportunity cost, there is no need to prioritise, or to choose the
best use of a limited resource. In normal CCN, if you wish to order a unit to
come out of square then that will be one less order that you could have used to
do something else. With no limits, you can have your cake and eat it as well,
every single turn. This would not have occurred to me 10 years ago, but it
seems quite uncomfortable now.
3. The Prof also made the point (and it may be
a very good one – this is not the bit of game design where I have a very
strong intuitive feel for things) that if everyone can move and fight then the
balance of the game may alter. Attacking will become easier, because you can
just throw everyone in, and deploy the artillery nicely in support, but on the
other hand everyone in range will be able to fight back. He saw a number of
potential distortions which could arise, the chief of these being that it would
be much easier to move units to gang up on an isolated enemy unit – especially
on the end of a defensive line. One suggestion was that the traditional
SPI/Avalon Hill Zone of Control idea should be applied – it should become
necessary to engage every adjacent enemy unit, you can’t simply ignore some of
them to concentrate on getting a local superiority over others. Also, since the
normal CCN game is expected to involve action from only a few units each turn,
the kill rates might need to be reduced a little if the game were to become a
free-for-all in this way.
As ever, we have no convincing answers, but
we have at least identified a number of questions. I am determined to try a
no-activation-limits game of CCN (without cards), just to see what happens.
Solo, I think…
In the next post I’ll talk a bit about
another possible approach I discussed with the Prof, which probably will not
work either, but is not without interest, I think. After that, if I’m still up
and running, I’ll have a look at possible tweaks for Leaders in CCN, which
might offer some more useful results.








