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Command structure vs specialist advisors

Posted: Sat Feb 28, 2026 6:53 am
by hhans
Hi
One thing that pops up in modern scenarios is that a classic command chain works well until things get too complicated. In some recent simulations, I started treating certain roles like specialist advisors instead of permanent staff units. Kind of like bringing in external analysts for a specific phase of the operation. I actually found a great breakdown on this approach over at https://ultrastrategy.com/ while looking into organizational flexibility—it really matches what I’m trying to simulate. It changes how you approach operational planning, decision making, and adapting tactics. Historically, some staffs did the same by having civilian or technical experts intervene without being part of the full hierarchy. I feel it adds realism, less rigidity but more dependence on specific skills. Does anyone else run their HQ like this or am i just overcomplicating my games?

Re: Command structure vs specialist advisors

Posted: Sun Mar 01, 2026 8:13 pm
by ernieschwitz
What games can you do those things in?