[SG2] Patton's Rules of Order

3 posts ยท Oct 7 1998 to Oct 8 1998

From: Thomas Barclay <Thomas.Barclay@s...>

Date: Tue, 6 Oct 1998 23:36:12 -0500

Subject: [SG2] Patton's Rules of Order

Never let your maps show more than two levels down, never write
orders more than one level down. - paraphrase of Patton.

Here is a way to simulate this command structure in SG2, and to prevent people
at Battalion command from interfering with the operations in a Company
(generally not desireable) and to prevent artillery officers from running off
with infantry picketing a round because they need someone to help them move
their guns.

Normally, an officer may give orders to the TOE elements under his command (a
Co. commander can give orders to platoon commanders and a Platoon Cmdr can
give orders to a squad in the platoon). This is represented by the normal
loaning of activation rules.

To Order a unit not directly under command: Opposed Roll between current
orders from normal command and new orders from other source.

Current Orders die is dependent on the level of leader that gave the order:
Ldr 1: d10 Ldr 2: d8 Ldr 1: d6

New Orders die is dependent on level of leader that gave the new order: Ldr 1:
d8 Ldr 2: d6 Ldr 3: d4

Modifiers to this roll include: Command Unit giving new orders not in direct
chain of command to unit
being ordered: +1 ds
Command Unit giving new orders not in same service branch: + 1 ds
Command Unit giving new orders not in same service: + 2 ds
(The above modifiers accumulate) Also, a modifier for rank difference. Rank
Levels Private, Corporal 1 Sergeant, Warrant 2 Lt. 3 Senior Warrant 4 Capt. or
Major 5 Lt. Col or Col. 6 Flag Rank 7 The difference between the issuer of old
orders and new is a die shift. If the old orders were given by a higher
ranking officer, it is an open shift on the Old Orders die. If the new orders
were given by a ranking officer, it is an open shift on the New Orders die.

Examples: Ex 1. Infantry Warrant Officer has his platoon dug in on a hill his
platoon was ordered to hold at the start of the operation. His Lt. is dead. A
Lt. Col from Batallion HQ arrives and orders the Warrant's Troops to abandon
the hill and retreat. This is not coming from the Warrant's Company Commander,
so a test to see if he will stick to his old orders or carry out the new one
is required (this assumes that the Lt. Col won't just comm Company HQ and get
the Co. Cmdr to confirm this order).

The Warrant is a Ldr 2. So he normally rolls d8 for the Old Orders die. The
Lt. Col. is a Ldr 2. He normally rolls a d6 for the new orders die. Both are
Infantry officers in the same chain of command, so no modifiers for command
chain or service apply. The Warrant is rank 2 and the Lt. Col. is Rank 6. So
the difference is a 4 shift open shift on the New Orders die. That moves it
from d6 to d12 and one extra shift applied against the old orders die. So the
Warrant rolls d6 and the Lt. Col.
rolls d12 - thus the Warrant is likely to carry out his orders.

Ex 2. Infantry Captain has his platoon preparing to hold against an assault by
enemy infantry to cover the retreat of a Battlegroup. An Artillery Major sails
up in his GEV and orders the Captain to get his troops up, march them 500m to
the artillery dugouts and help his crews ship their weapons for transport.
Here again, we assume that for whatever reason they cannot or will not contact
HQ to verify these orders.

The Captain is a Ldr 2. He normally rolls d8 for his Old Orders die. The Major
is a Ldr 3 (probably explains why he needs someone else to ship his guns). He
normally rolls d4 for New Orders die.
However, the Major is not normally in chain of command (-1 ds), the
Major isn't the same branch of service (-1 ds). So now we have the major
rolling d4 and since this is an open shift, the Captain rolling d12.
Then we apply the rank modifiers. There isn't one - Captain and Major
are close enough in rank. So the Captain is quite likely to tell the Artillery
major what to do with his guns.

These are just some examples. History is full of accounts of soldiers who
refused an order from someone not their direct superior (sometimes a good
idea, other times not) or of soldiers who followed an order from someone
outside the normal chain of command (sometimes a good idea, often not). Rather
than just forbidding command input, or letting anyone at any command level
freely alter their subordinates battle plans withou confirming it with them,
these rules offer some alternatives.

YMMV.

Tom.

/************************************************

From: Los <los@c...>

Date: Wed, 07 Oct 1998 10:54:30 -0700

Subject: Re: [SG2] Patton's Rules of Order

I do think that sometimes it is good to show the effects of upper level
monkeying in wargames. This is best done ata con game where someone is
reffing. I remember a Napoleanic game where I had just set up my attack and
was moving toward the objective when I was ordered by the GM to swing 90
degrees and assault a defended viullage. I argued against the illogic of this
move given the current objectives etc but was still ordered to do it. After
the game was over I thought about how much that monkey wrench added to the
real feel of the command dillemmas one faces. I liked it!

SO I think it's interesting to occasionally throw a player a curve ball,
especially if it's something he would not normally do. (Often you're not read
in to the big picture so you can't see the logic in the move), and see how the
player personnaly reacts to it. Some will bitch for the rest of the game.
Others will deal with it and instantly attack the new problem.

From: John Atkinson <johnmatkinson@y...>

Date: Wed, 7 Oct 1998 20:02:34 -0500 (CDT)

Subject: Re: [SG2] Patton's Rules of Order

> You wrote:

> I do think that sometimes it is good to show the effects of upper

> SO I think it's interesting to occasionally throw a player a curve

Last week we ran a Dirtside II game wherein the original objective of one side
was to finish off the remains of a guerilla batallion. They were hiding in a
villiage and I had to make one player rewrite his force structure because he
was planning to simply sit back and pound the villiage into rubble. I had to
remind him that his higher command would NOT look favorably upon blowing up a
villiage full of friendly civillians just because some hostiles were in it.

He also misinterpreted the intelligence I gave him that so that he was under
the impression the relief force attempting to rescue the guerillas wouldn't
have any armor.

He won anyway due to poor scenario prep on my part (shouldn't have limited the
relief force to one bridge to cross the river that formed the border), bad
dice rolling on the part of the Ukranian commander, and some bad tactics.