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C3 Tab - 1/22/2014 4:41:23 PM   
JohnO


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I'm at work right now but I have a question about Command, Control, and Communications (C3).

Looking at the tab and at the bottom is a small chart, "What is it trying to tell me".

I couldnt find anything in the user guide about it except on page 46, which states: Chart showing the command cycles for both sides - it is important to get "inside the command loop" of your opponent in order to react better to battlefield conditions.

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RE: C3 Tab - 1/24/2014 2:38:31 PM   
JohnO


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I guess either no one knows the answer to my question or I didn't explan correctly. I will post a screenshot of the C3 tab and circle the subject in question after work. Goverment computers wont allow me to play games on them

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RE: C3 Tab - 1/24/2014 2:52:07 PM   
Mad Russian


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Capn Darwin would be the one to answer this. He probably missed it. I'll prompt him for an answer for you.

Good Hunting.

MR

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Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.

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RE: C3 Tab - 1/24/2014 2:53:33 PM   
Tazak

 

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The command cycle is the length of time between being able to give orders to units, the chart shows the difference of when each side can give orders.

Using the example the NATO forces had a command cycle of 33min but now down to 31 min and estimated 31min for the next cycle, while the WP had 31min cycles, down to 30 and estimated 32min next cycle.






Attachment (1)

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RE: C3 Tab - 1/24/2014 3:21:27 PM   
CapnDarwin


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I think Tazak hit it clean. The graph should give you an idea of where the command cycle is for both forces. In the above example we can see the Soviets have a small advantage, but it is eroding and unless something happens the British player is going to get in side the Soviet command cycle.

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RE: C3 Tab - 1/25/2014 6:30:01 PM   
KonzyJ


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So what are the key metrics that affect command cycle?
What can I do to get inside my opponents command cycle?
Thanks.

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RE: C3 Tab - 1/25/2014 9:30:42 PM   
CapnDarwin


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Keys:
Your Forces - Keep overall force readiness up. Keep your HQs intact. Losing command structure has a big hit. Keep HQ in command range.

Your Enemy. - Kill his HQs, attrite his forces to drop readiness. Disrupt command nodes.

A balance of both will work you inside the enemy cycle.

< Message edited by Mad Russian -- 1/25/2014 11:24:16 PM >


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OTS is looking forward to Southern Storm getting released!

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RE: C3 Tab - 1/25/2014 10:25:06 PM   
Mad Russian


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Pounding units with artillery lowers their readiness even if they don't take losses.

Good Hunting.

MR

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Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.

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RE: C3 Tab - 1/25/2014 11:12:23 PM   
jenrick

 

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As already mentioned HQ's in contact and undisrupted (high readiness) is great for C3. Out of contact, and disrupted or destroyed HQ's lower C3 dramatically. If by some chance you get lucky and can drop the main HQ for the opposing side you will cause a world of hurt to their command cycle.

-Jenrick

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RE: C3 Tab - 1/25/2014 11:30:06 PM   
HeinzHarald

 

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What are the key elements for keeping readiness up? Keep HQs close, strike quick and resupply as often as possible, and move in as light terrain as possible?

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RE: C3 Tab - 1/26/2014 8:13:06 AM   
Tazak

 

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quote:

ORIGINAL: HeinzHarald

What are the key elements for keeping readiness up? Keep HQs close, strike quick and resupply as often as possible, and move in as light terrain as possible?


Keeping readiness up I find that the following help a lot:

avoiding being hit by arty
resupply/hold orders while out of combat
being within HQ range (being out of HQ range reduces readiness and resupply increases by 1/2)
avoiding assault movement orders


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RE: C3 Tab - 1/26/2014 11:12:31 AM   
HeinzHarald

 

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quote:

ORIGINAL: Tazak
Keeping readiness up I find that the following help a lot:

avoiding being hit by arty
resupply/hold orders while out of combat
being within HQ range (being out of HQ range reduces readiness and resupply increases by 1/2)
avoiding assault movement orders


Thanks. Does assault hurt readiness more than moving hasty, if you don't encounter any enemies, and the opposite perhaps if you do run into trouble?

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RE: C3 Tab - 1/26/2014 3:17:49 PM   
CapnDarwin


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Movement and combat impact readiness. The more congested the terrain the more of a hit. The further you go the higher the hit. Shooting, being shot at, losses, arty fire, mine, air attacks, NBC effects all drag down readiness and some of them impact morale too. Keeping an eye on forces locked in heavy fighting, rotating them in and out to rest and rearm in prolonged fights will help. Scooting HQs and arty either by AI scoot or by doing it yourself reduces the chance to get tagged by enemy arty fire. Assault vs Hasty is probably a wash. Hasty moves faster and Assault is more "stressful" since you are looking to engage but less ground is covered per time period. Bottom line. Keep an eye on the hot spots and rest units when you can if you can. Also remember the enemy is dealing with the same issue and in most cases if the enemy is WP he has to move a lot more to come to you.

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OTS is looking forward to Southern Storm getting released!

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RE: C3 Tab - 1/26/2014 4:09:38 PM   
Mad Russian


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quote:



Keeping an eye on forces locked in heavy fighting, rotating them in and out to rest and rearm in prolonged fights will help.



Not for me it doesn't. A withdrawal under fire is the most dangerous thing to do in the game. Once I get my troops where I want/need them I don't move them again unless I'm forced to.

Good Hunting.

MR

_____________________________

The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.

(in reply to CapnDarwin)
Post #: 14
RE: C3 Tab - 1/26/2014 5:31:12 PM   
CapnDarwin


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No one said war was easy.

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OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LLC

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Post #: 15
RE: C3 Tab - 2/4/2014 6:04:09 AM   
zeeshan145

 

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aggre with capn lol

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