09 – Command Reaction Times

COMMAND REACTION TIMES

Timings being elastic, it is up to the umpire to impose delay on events. Command reaction time (CRT) is the time taken for new information to reach the appropriate command level and be acted on. If a single battalion in a division is attacked, then other battalions from the division in the same square can return supporting fire against the attacker in the first move of the attack, (this would include organic battalion mortars, and artillery regiments IN DIRECT SUPPORT of the battalion being attacked). Other battalions in adjacent squares can counter attack in the move after the start of the enemy attack (i.e. next move).

The divisional headquarters (div HQ) can call for support to its corps HQ in the first move of the attack, so other units from the corps could give supporting fire in the second move of the attack if they are IN SUPPORT of the division or UNDER COMMAND of the corps. Battalions from another division in the corps could also move off to counter attack in the third hour of the enemy attack. If they had no such orders, it would take 1 move for those new orders to be issued, so that counter attacks could begin in the fourth move of the attack.

This tends to work at all levels, because the ratio of time taken to level of HQ remains roughly constant.

COMMAND REACTION TABLE
Div to Corps 1 Hr going up  These times may be halved
for veteran armoured and
veteran motorised units.
Corps to Army 2 Hrs going up Generals can short-circuit
the CRT by being at the
point of action.
Army to Army Grp 2 Hrs going up Orders are generated and take the same amount of time to come back
down the chain of command

Table 3.

The following actions will take place immediately following the move that they are called for:

  • Artillery under command and in direct support giving supporting fire.

  • Planned reserve demolition.

  • Preplanned Air support.

  • Immediate battalion level counterattacks (so attackers will not have had time to reorganise when the counterattack goes in).

These actions will take place after a one move delay:

  • Reactive Air support.

  • Establish vehicle bridge.

  • Close minefield gaps.

  • Dig in infantry positions (M).

  • Regimental/Brigade level counter attacks (so attackers will have had time to reorganise when the counter attack goes in)

Engineering tasks such as laying minefields or Fortifying position using defence stores and engineer assistance must be done in advance of a battle.

I have left the table below in the online version of the rules for old times sake

TASK TIMINGS – (Previously Table 6)

Task air support (Corps)  4 Hrs  
Task air support (Army) 8 Hrs
Plan major river crossing  8 Hrs  
Establish inf bridgehead  1-3Hrs
Establish vehicle bridge  2-12 Hrs
Lay Minefield  8 Engr Coy Hrs/Km
Major river bridge demolition  8 Engr Pl Hrs
Minor river bridge demolition  1 Engr Pl Hr
Dig in infantry Company  6 Hrs
Fortify position using defence stores and engineer assistance  1 day

1.  Air can fly 1-3 sorties  per day, decided at the  start of a campaign or scenario.

2. Where a time range is given, roll a die, or make an umpire decision.

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