WW2 – it’s an artillery war. And in that light, I’ve been addressing Mission Command’s methods for enabling players to control artillery. Forward Observation Officers, or others, who want to call in shoots of artillery batteries have to communicate (in other words “do a Communicate action”) to make it happen. The time delay between request and shells in the air depends on the efficiency of that communication, and in Mission Command we’ve previously handled it by messages with a delay in turns run by players, umpires or both, often relying on memory and the accuracy of individuals. As you might imagine, this has resulted in muddle, even with our one-message-box-per-turn experiment in our last game.
Now I’ve decided to try a lesson from the Euro game book – a ‘player board’. We have a simple artillery control board for the commander of the artillery. It lists the batteries down the side and the turns along the top, so that a very brief order can be written straight into a cell. Each battery has a wooden cube on the left hand side of the board to indicate whether the battery is Moving, Preparing or Ready/Firing; and these must be carried out in that sequence.
In this example 12th Field Regiment (Self Propelled 105mm guns, known as Priests) started the game On Call to the FOO of 11th Battery. It’s now Turn 3, so the turn at the top of the board is circled. 11th Battery has been directed to fire at 026040 with 11th and 16th batteries. This order will have come in, and been written on the board, on Turn 2 at the latest, as artillery cannot fire on the turn the order is received (in Mission Command, a Shoot action is always the first action of the two actions an element does). The shoot is planned for 2 turns duration, then the two batteries will prepare for fire elsewhere. 43rd Battery has been ordered to prepare to bombard the same target. Bombarding is the most intensive, highest rate of fire and takes 2 turns to prepare. When the other two batteries Prep on Turn 5, 43rd will bombard the same target. Meanwhile the medium guns of 5th Battery, 15th Regiment have been carrying out a rolling barrage close by.
If desired, you can also control battalion mortars through the control board, as shown. Mortars don’t need a turn to prepare, so the player has crossed out the Prep box for the mortars.
The current status cubes give a quick overview of what’s happening now, and they also remind you that you have to Prep after Moving the battery.
My plan is to use this for our game on 7 May to see if it works ‘live’.