PLAYING SILVER BAYONET FOR MY 2019 CSR CHALLENGE is not really a challenge. I rate Silver Bayonet in the top 4% of all my games on BGG. The original 1990 version of Silver Bayonet won the CSR that year but in 2016 GMT Games reissued a revised 25th Anniversary Edition. I never played the 1990 version but really enjoy the new edition. I think it is rules like 7.0 Attack Coordination that really set this game apart.
One criticism often leveled at wargamers from outside the hobby niche is that wargames are too perfect in terms of information and the ability for a player/commander to control their units. The critics claim that rarely is it the case where a commander simply orders a unit and the unit receives the orders and executes flawlessly. In Silver Bayonet, designer’s Gene Billingsley and Mitchell Land introduce a bit of uncertainly through rule 7.0 Attack Coordination.
Rule 7.0 Attack Coordination is simple in its mechanics but very realistic in its impacts on combat. Basically, after all pre-combat actions, the Combat Resolution Phase begins by resolving Attack Coordination when attacks are coming from multiple hexes against a defender’s hex. There are a few times when coordination is automatic, but in most cases a d10 die roll will be made against an Efficiency Rating or Nominal Command Value; roll UNDER this coordination value (CV) and the attack is coordinated and all proceeds as normal. But, if the roll is not under the CV then how the combat develops depends on how much the CV was missed:
- If the Attack Coordination roll is EQUAL to the CV, then the attack is Partially Coordinated with the biggest drawback being no Maneuver Combat Support Fire (air and artillery) allowed
- If the Attack Coordination roll is GREATER than the CV by one (1), it is an Uncoordinated Attack which has the same penalties as the Partially Coordinated attack and more (unfavorable column shifts or die roll modifiers – DRMs – in combat)
- The worst case is when the Attack Coordination roll is TWO OR MORE GREATER THAN the CV; in that case the Assault or Maneuver Combat is automatically changed to an Uncoordinated Frontal Assault where only one hex can be used to attack (with unfavorable DRMs) while the others stand idly by.
This simple rule helps recreate realistic combat situations. US only attacks by units in the same battalion are automatically coordinated (7.2.1) while Lt. Col. Hal Moore can automatically coordinate attacks between battalions (12.1.1). ARVN attacks with Col Truong are automatically coordinated, but without the Colonel the ARVN default to a Nominal Command Value of 5 meaning there is only a 40% chance of a Fully Coordinated Attack. NVA units within command range of their HQ are probably going to do OK as most have an Efficiency Rating of 6 meaning there is a 50% chance of a Fully Coordinated Attack. The worst is the PAVN with a Nominal Command Value of 3; meaning there is only a 20% chance of a Fully Coordinated Attack but a 60% chance of an Uncoordinated Frontal Assault.
It’s a simple rule. It helps explain how PAVN attacks so easily devolve into that classic, World War II Banzai charge. The rule creates realistic narratives that the players would avoid if they could…but they can’t.
Every time I play Silver Bayonet I find a new reason to respect the design. There are many ways to try and reflect command limits in wargames, and often the mechanics of the rules are cumbersome or feel artificial. Rule 7.0 Attack Coordination in Silver Bayonet is an elegant, simple solution to a complex modeling challenge of command in combat that is both mechanically smooth while retaining a realistic, natural feel.
Very interesting rule; thanks fr bringing to my attention!