I was listening to a podcast on the Yarkshire Gamers Reet Big Wargames Podcast where George Nafziger was being interviewed. I found it a very interesting and entertaining episode. You can find it here.
One interesting point that George Nafziger made was about command and control in wargames. He was asked how he found wargamers replicate command structures and how that operates on the table. His response was as follows:
"I've been in some games where you've got to roll to see if your order gets there and if it doesn't get there then it doesn't move, and I think that is very inaccurate because there would have been initiative taken on the part of the local commander. So, nobody would ever be out of command. I think that's a made up problem by the game designer."
My immediate reaction was to consider that answer as quite controversial (well, as controversial as a rule mechanism can be considered!). Especially, as we are now so used to rules that include some form of command and control device whether it is initiative rolls to move units or brigades, command radius, or some form of card activation. All of which I am happy with. Indeed, my own home made rules tend to include some form of command and control mechanism. In fact, I would imagine that rules published nowadays would be criticised for lacking such a concept.
However, upon reflection I did wonder whether Mr Nafziger had a point. It is entirely feasible that in the absence of an order being sent by a general, the local commander - be it of a squad, platoon, battalion or regiment - would have to use their initiative in the face of the enemy and on the field of battle. This could include doing something or nothing. Maybe it is wrong to assume that the absence of an order equals inaction. Plus, it has been my observation over the decades of gaming that once you put two gamers on the same side, enough "friction" is created without the need to have rules that generate command and control friction. Perhaps, one should not always assume that if a player can move everything that they are destined to make the best decisions or have the necessary luck with dice or card to be successful. In this sense their "command" decisions may impact their "control" ability.
So, to what extent do you agree that command and control is a "made up problem by the game designer"?