HOME OVERVIEW SEQUENCE OF PLAY COMMAND MOVEMENT COMBAT SUPPLY RESOURCES

COMMAND


General Ambrose E. Burnside and Staff - Warrenton, VA, November 1862


The Command system in WBtS consists of 3 elements. Leaders, Army HQs, and Corps HQs. Leaders are ranked by stars. The number of stars indicates their heirarchy. Leaders with more stars are more senior in rank.


Leaders perform these functions in WBtS:
a) Leaders get combat units to move.
b) Leaders get combat units to attack.
c) Leaders get other Leaders to get combat units to move or attack.

Units can move without a Leader telling them to do so, if you expend one of your initiative points you received from the initiative chit pull at the beginning of the turn. But units can never attack without a Leader telling them to do so (units always defend though, with or without a Leader around). Units cannot do an "attack from march" without being commanded by a Leader.

Ratings
Each Leader has a set of ratings. These ratings represent the abilities and skills of the Leaders, as judged by the original game designer. The higher the number, the *better* the Leader is at that ability.

Initiative Rating
Initiative is required to get a Leader to move or attack on his own. When you roll for for initiative on a Leader, you must roll his initiative number, or lower, to get 'initiative'. For example, for J.Johnston above, for him to get initiative, you must roll a 1, 2, or a 3 on one six-sided die.

Command Span Rating
This number represents the number of other Leaders and units the Leader can command (in addition to the HQ the Leader may be in command of), as allowed by the command rules.

Leaders in command of an Army HQ can extend command to other Leaders and units, besides being able to command the units on the roster of the Army HQ he is in command of. Army HQ Leaders can command any Leaders that are in the same hex or adjacent. Exception - Army HQ Leaders cannot extend command to other Army HQ Leaders, unless the commanding Army HQ Leader has more stars (seniority) than the other Army HQ Leader.

Corps. HQ Leaders cannot extend command to any other Leaders, not even to HQ'less Leaders. Army HQ Leaders, however, can extend command to Corps. HQ Leaders and HQ'less Leaders.

The range of a Leader's Command Span can be one of two different ranges: If not in command of a HQ, the range is 0 (the Command Span only extends to combat units in the same hex), and a Leader that is not in command of a HQ cannot extend intiative to other Leaders. If in command of a HQ, the range is 1 (adjacent hexes). The Civil War was before the Age of Radio, so communication was difficult. A Leader must be stacked with the HQ he controls in order to be "in command" of that HQ. If for some reason you move the Leader away from the hex of the HQ he is in command of, then he loses his "command" of that HQ, and cannot resume command of the HQ until the Strategic Turn.

Combat Rating
This number represents the ability for a Leader to modify the die roll on a combat, at some risk to his personal safety. The player makes the decision to use a Leader's combat rating before the die is thrown. If a Leader uses his combat rating to influence a battle, then a roll must be made to see if any unfortunate event occured to a Leader.

Headquarters
There are Army HQ, Army Corps HQ (infantry), and Cavalry Corps HQ. Each player receives HQs during the course of the game, either by schedule or by chance (rolling for creation), depending on scenario.

HQs represent the staff of a HQ, and any combat units on its manifest. Players decide what units to put into which HQ's manifest. Combat units that are on a HQ manifest are placed off map on a HQ display chart. The HQ counter on the map then represents the HQ and the combat units. You could theoretically keep the combat units on the map, underneath the HQ counter, but that would cause huge unweildly stacks that would inevitably tip over.

As a player, you always want to assign Leaders to these HQ. A HQ without a Leader is more costly, in terms of initiative, to move, and Leaderless HQs cannot get their combat units to attack.

Leaders and HQs
Leaders are put in official "command" of a HQ during the Strategic Turn only. Once placed in command of a HQ, he stays in command throughout the following 4 Player turns. He cannot switch to another HQ, until the next Strategic Turn. A Leader must be stacked in the same hex as the HQ in the Strategic Turn in order to take command of it. A Leader may relinquish command of a HQ at any time - but then that HQ cannot get another Leader until the next Strategic Turn.

Typical assignments of Leaders are:

  • 5 star Leaders are usually assigned to command Army HQs.
  • 4 star Leaders can be assigned to either Army or Corps HQs.
  • 3 star Leaders are usually assigned to Corps HQs.

    5 star Leaders in command of an Army HQ can issue commands all other Leaders, up to the Leader's command span.

    3 and 4 star Leaders in command of an Army HQ, can issue commands to Leaders of Corps HQ. and HQ'less Leaders, up to the Leader's command span.

    If a 3 star Leader is put in command of an Army HQ, his command span and combat ratings are reduced by 1.

    A Leader must be stacked with the HQ he is in command of, otherwise he loses command of the HQ.

    Leaders in command of a Corps HQ. cannot command any other Leaders, regardless of rank. [10.16]

    A Leader's command span does not extend across an unbridged (or ferry-less) river, tidal estuary, or mountain hexside.

    By stacking Sherman on top of the Army of the Mississippi HQ in a Strategic
    Turn, you can declare "Sherman is in Command of the Army of the Mississippi"
    Leaders are put in command of HQ by the player. To assign a Leader to command of a HQ, the Leader must be in the same hex as the HQ in the Stategic Turn. To signify that a Leader is in command of a HQ, keep him stacked directly on top of the HQ. When a Leader is in command of a HQ, that Leader controls the HQ and the units that are assigned to that HQ. from then on - until the player removes or replaces him, or if the HQ is destroyed, or if the Leader is captured or killed. If a Leader vacates his HQ during a Player Turn, that HQ is now Leaderless. A new Leader cannot be assigned to it until the next Strategic Turn. If a HQ becomes Leaderless, it can still receive movement commands, but combat units on its manifest cannot do regular combat nor execute an 'attack from march'. Players may wish to release the units from a HQ without a Leader, and place the combat units directly on the map, where they can be commanded by Leaders directly.

    Combat units that are not assigned to any HQ are available to any Leader that can command them. Combat units directly commanded in this way can move and attack, and can receive the Combat Rating of its commanding Leader in attacks.

    Typically an Army HQ is controlled by a high ranking Leader, who in turn commands one or more Leaders who are each in command of a Corps HQ. - and this is an "army".

    Army HQ can have one or two combat units assigned directly to it on the roster. But don't be confused by this. An Army HQ and the units on its manifest are usually not the "entire army" - although it could be. An Army usually consists of an Army HQ and one or more Corps HQ which have divisions and/or brigades. An Army HQ is not *required* have units on its own manifest. Corps are (usually) "part of" an Army, not separate from it. But in the game you can freely switch Corps around to different Army HQ, or walk the Leader and its Corps HQ (and the units they have) away from the Army HQ. to be on its own or to go towards another Army HQ to become part of that "army".

    Leaders that are not in command of a HQ can command combat units directly, but the units must be stacked with the Leader. HQ'less Leaders can command a number of combat units up to his Command Span. Infantry and cavalry units can be commanded. HQ'less Leaders cannot command other Leaders at all, regardless of rank.

    HQs without a Leader can still operate, but the player needs to spend an initiative from the chit pull to give it a direct movement command. Units on the manifest of a Leaderless HQ can never attack, they can't even do an "attack from march". A player could decide to release the units from the HQ manifest, and put the combat units directly on the map, where a Leader could then give it movement and attack orders.

    Leaders and Movement
    At the start of a player turn, each player draws a chit representing the number of automatic initiatives they get. The players must use up all initiative points in moving Leaders, HQs, and units before resorting to rolling for initiative. Once the player is done distributing and moving the units with the automatic chit initiatives, then the player can attempt to activate other Leaders (who did not get an automatic initiative) to move by rolling against the Leader's initiative value. If a Leader rolls his initiative (or below it), that Leader is activated and can order his HQ (and its units) to move, and other Leaders, HQs, and units to move - as allowed by the above command rules.


    A Field Army example.
    This is what a field army could look like. Shown is what you might call "The Army of the Mississippi".
    (Hex sizes exaggerated so all the counters can be shown)
    Facts about this army:
  • The Army HQ is commanded by Sherman.
  • There are 3 Corps subordinate to Sherman's HQ:
    6th Corps HQ, commanded by Banks
    12th Corps HQ, commanded by Porter
    7th Corps HQ, commanded by Franklin
  • The 2-3 infantry unit shown could take orders from Sherman, or from any of the Corps HQ. Leaders
  • The 1-4 cavalry unit shown will only accept orders from an Army HQ Leader, which in this case is Sherman.
  • Sherman could command everyone here. His command span of "5" is enough for the 3 Corps and the two extra units.

  • Leaders and Combat
    To conduct a regular attack (not 'attack from march'), the player must have a Leader who successfully rolls his initiative for the attack.

    An Army Leader, who gets initiative to attack, may instead pass on the initiative to attack to subordinate Corps HQ Leaders, and HQ'less Leaders who are commanding combat units directly. But, these subordinate commanders can only involve the combat units they personally can command. For example, a corps commander cannot have units in a Army roster involved in an attack they are leading.

    Note that multiple attacks on the same hex, or defenders, can occur in a turn. You could have a Corps attack a defender, then after you are done resolving the combat, if you roll successfully for initiative for another Corps Leader, he can then attack the same defender.

    If the Army Leader fails his combat initiative roll, then other Leaders may attempt to roll for attack initiative on their own.

    Defending commanders are always automatically activated.

    Cavalry Leaders and cavalry Corps HQs
    Certain Leaders are designated "Cavalry Leaders". They are identified by parenthesis around their stars.

    Cavalry Corps HQs are identified by the '4' MP allowance.

    Cavalry Leaders can command infantry Corps HQ or Army HQ the same as other Leaders.

    If a non-cavalry Leader is put in command of a cavalry Corps HQ, that Leader has his initiative, command span, and combat ratings all reduced by 1.

    Cavalry Leaders can command cavalry Corps HQs at no reduction in abilities.

    Cavalry units are rather independent minded, and will not accept command from Army (infantry) Corps Leaders., but will accept commands from Army Leaders, cavalry Corps Leaders, and HQ'less Leaders.

    Cavalry combat units can only be assigned to cavalry Corps and Army HQs. They cannot be assigned to regular Army Corps HQs. Infantry combat units cannot be assigned to a cavalry Corps.

    Headquarter-less Leaders
    Leaders who are not in command of a HQ can only use their Command Span Rating to command combat units (infantry or cavalry) in the same hex they are in. They cannot command other Leaders at all, regardless of stars. They will accept commands from Army HQ. Leaders, but not from Corps. HQ Leaders. HQ'less Leaders cannot command other HQ'less Leaders. If a HQ'less Leader isn't even stacked with combat units, then it is also a 'Lonely Leader' (next).

    Lonely Leaders
    Leaders who are not stacked with a HQ or combat units, are termed 'Lonely Leaders'. Lonely Leaders can move at the cavalry rate of 7 MP per turn. They still need to be activated either by initiative chit or by rolling against their initiative rating. They can move by friendly rail or water transport for *free*. There does not even have to be any transport flotillas available - they can still move by sea or river, wherever transportation by tranport flotilla is possible.

    If enemy combat units enter the hex a Lonely Leader is in, the Leader is captured. Enemy Lonely Leaders in the same hex ignore each other.

    Supply Trains
    Supply trains require command to move. They require command to embark or entrain. They do not require command to disembark or detrain.

    A Flashy explanation

  • War Between the States is Trademark of Decision Games, Bakersfield, CA. USA