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Company command posts - 1/30/2022 12:37:08 PM   
JacquesDeLalaing

 

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So I figured that company command posts are integrated into the first platoon of a company, the one with the radio symbol. (And sometimes you get an additional company level leader unit).

Regarding the company command posts, I wondered what their effect is. The manual is not very clear on it. It just says that units suffer a malus on their morale/disruption recovery if they're ouside their company command post's range. When I toggle the HQ range overlay for the company command post, it also shows %-values (like for "real" HQ units on the battalion level+).

So I wonder: How does it work? And how big/important is the effect of those command posts?
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RE: Company command posts - 1/30/2022 1:09:16 PM   
Crossroads


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Yes, 1st platoons are Coy CPs when playing with optional Command Control rule toggled ON.

All HQs - also Coy CPs ie. 1st platoons (little Radio icon) have a command range, shown as a range with 50% effect, and as exact percentage modifiers, when Command Range (short key W) is toggled ON.

This is explained in section 3.3 Combat Efficiency in manual.

(edited, now at my computer. )




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< Message edited by Crossroads -- 1/30/2022 2:59:37 PM >


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RE: Company command posts - 1/30/2022 2:51:29 PM   
JacquesDeLalaing

 

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Yes, the manual just mentions that units outside of their coy CP's range get a malus on morale/disruption recovery. But players don't get to know how important that effect really is. In general, the manual doesn't really explain HQ aspects very well.

Here is my attempt to explain the command-related mechanics in a succinct way:


COMMAND-RELATED MECHANICS

Command Tests ("conserving ammo" status for HQ units)
  • At the start of each turn, all dedicated HQ units test whether they're active or not. EXCEPTIONS: HQ units that are isolated* or have been moved during the last turn do not check and are automatically inactive.
  • The highest ranking HQ unit tests against the global "ammo" value.
  • Subsequent, subordinate HQ units test also test against the "ammo" value. But if that test fails, they may also test against their superior HQ (if that HQ is active this turn). The chance to succeed this second tests depends on the distance between the two HQs (activate the HQ range for the superior HQ to see the %-chance).

    Combat Effectiveness Tests
    DIRECT FIRE UNITS ("conserving ammo" status)
  • At the start of each turn, any non-isolated* direct fire unit that has fired during the last turn (including opportunity fire) needs to undergo a Combat Effectiveness Test. The unit first tests against the global "ammo" value. If that first test fails, the unit may also test against their superior HQ (if that HQ is active this turn). The chance to succeed this second tests depends on the distance between the two HQs (activate the HQ range for the superior HQ to see the %-chance).
  • If a direct fire unit fails its test(s), it is considered to be "conserving ammo". This status gives a malus on fire power (-50%), assault power (-25%) but apparently no malus on morale or vulnerability/defense.
  • A non-isolated* direct fire unit that is already "conserving ammo" tests at the start of each turn whether it can back to supply. To do so, it must pass a check against its superior HQ (if that HQ is active this turn). NOTE That there is no second test against the global "ammo" value!
    ---
    INDIRECT FIRE UNITS ("unavailable" status)
  • At the start of each turn, any non-isolated* indirect fire unit that has fired during the last turn (including opportunity fire) needs to undergo a Combat Effectiveness Test. The unit tests against the global "arty ammo" value.
  • If an indirect fire unit fails its test, it is considrered to be "unavailable". An unavailable unit cannot fire.
  • A non-isolated* indirect fire unit that is already "unavailable" tests at the start of each turn whether it can back to supply. To do so, it must pass a check against the global "arty ammo" value.

    Disruption and Morale recovery Tests
  • A morale check is conducted by rolling a D10 against the current morale value of the unit. Note that a unit's morale can be affected by terrain and the presence of leader units.
  • Whenever units come under effective fire, they may need to undergo a morale check. If they fail the check, they become disrupted (or may be forced to retreat from their current hex). The disrupted status has the following effects: 1) -50% fire power, 2) cannot assault, 3) when being assaulted: -50% combat power, +50% vulnerability (defense stat halved), 4) all movement costs doubled, 5) cannot move closer to enemy units, 6) no special actions (mines, double time, etc). 6) according to the manual, there is NO effect on morale.
  • Whenever a unit suffers the loss of a strenght point, it has a 33% chance to also suffer a loss of morale (which, in turn will make it more likely for the unit to disrupt or retreat).
  • A unit that is not at its full morale or is disrupted may recover at the start of each turn by conducting a successfull morale check. Implicit command post units may play a role here, but it is not clear how it works in any detail.


    COMMAND-RELATED UNITS

    There seem to be three types of command-related units in Vietnam:

    1. Dedicated HQ Units
  • These are unit that help subordinate HQ units to stay "active" and subordinate direct fire units to stay "in supply" (see Command Tests and Command Effectiveness Tests above).
  • These units have a small radio symbol and a command range. It's hard to differentiate them from implicit command post units. It seems to me that these are typically modelled at the battalion+ levels.

    2. Implicit Command Post Units
  • These are units that allegedly help subordinate units to recover morale/disruption. It's not exactly clear how.
  • These units are usually the 1st platoon of a company. They have identical stats to other platoons (6 STR points). However, they have a small radio symbol and a command range. It's not clear in what way their command range %-values matter.

    3. Leader Units
  • These are units that improve the performance of other units that are stacked in the same hex: 1) they can improve the HQ-range of dedicated HQ-units; 2) they can improve the fire power and morale of subordinate combat units; 3) they can improve the command value of subordinate leader units.
  • These units are portrayed as small one-man-units.

    ---------------------
    * Isolation: Isolation seems to occur when a unit is completely surrounded by enemy units (and their zones of control) - even if the enemy units are not directly adjacent. Friendly units in a hex neutralize enemy zones of control.


    < Message edited by JacquesDeLalaing -- 1/30/2022 4:41:13 PM >

    (in reply to Crossroads)
  • Post #: 3
    RE: Company command posts - 1/30/2022 3:01:53 PM   
    Crossroads


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    Cheers JacquesDeLalaing, I think that is pretty much spot on, given we do not list each and all in-game formulas anymore, due to how complicated many of them are.

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