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Command Control Conundrum - 10/25/2001 10:01:00 PM   
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The issue is what, when, where and how. Well, I suppose I can reduce it down; here's the basics: I begin with the idea of setting an objective for an entire platoon. This takes 3 C&C points and sets a flag at the selected location on the map. At this point there is a decision fork. Do the squads move on their own or do you need to set either computer control or move them manually? If you need to set to computer control, is there a time lag before the units start moving toward the objective, and if so what are they waiting for? If you have to move them manually, what is the point of setting an objective in the first place? If you don't need to turn on computer control, is thee a delay before they start moving and if so what are they waiting for? This may sound like a pretty basic question set, but since I'm fairly new to the game and wondering how to get the squads to do what I want when I don't need to micro manage them, for me it's a new issue. The rule book doesn't seem to explain this very well. Thanks in advance for your interest, assistance, and information.

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Post #: 1
- 10/25/2001 10:23:00 PM   
Larry Holt

 

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You could set them to be moved by the computer but that's generally only a good idea for units that are way behind the front line. The computer can make stupid movement decisions and crash your units into buildings, etc. The point of setting objectives is that that's exactly what real world leaders do and C&C is simulating it. A Plt ldr says to bound to that tree line, etc. If the unit is interrupted by enemy fire, he can try and issue new orders but some of his unit may not hear them and may not be redirected. Being out of orders simulates this. By moving squads together (& the 0 unit last), you can insure that none of them get out of the 0 unit's control radius.

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- 10/25/2001 11:24:00 PM   
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I understand the move leader last idea, it also protects it from random enemy fire and tripping over minefields... what I don't understand is the advantage received from spending the cc points to set an objective. What, as a commanding officer, do I get in return? If the units do not self-move(?) what purpose does the objective serve, other than a flag to remind me where I want the platoon to be when I'm dome moving them -- something that may change as I move and will then cost me additional points to correct.

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- 10/25/2001 11:58:00 PM   
DaveConn

 

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With CC on, you can move units in the platoon toward the objective hex without spending any more orders. If the objective isn't where you want to go (that is, if you want to move somewhere not "toward" the objective), each vehicle or squad must spend 1 or 2 orders (if in visual/radio contact) to move; and if not in contact, it cannot move away from the objective at all. The hexes that a unit can reach without spending any orders are shaded when the unit is selected.
--Dave

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- 10/26/2001 12:42:00 AM   
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quote:

Originally posted by DaveConn:
With CC on, you can move units in the platoon toward the objective hex without spending any more orders. If the objective isn't where you want to go (that is, if you want to move somewhere not "toward" the objective), each vehicle or squad must spend 1 or 2 orders (if in visual/radio contact) to move; and if not in contact, it cannot move away from the objective at all. The hexes that a unit can reach without spending any orders are shaded when the unit is selected.
--Dave

This explains a bunch. No my annoying little armorded car movement shaded areas make much more sense. I was unaware of the objective-direction command point differences. Now that I know this I can see why platoon movements have been costing me out the kazoo


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Post #: 5
- 10/26/2001 7:15:00 PM   
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Now that I have a better understanding of the way C&C effects movement, and why the objective is important in game terms, I'll continue the vein with another query: Each "0" unit in the chain of command produces C&C points, this is pretty well explained by the manual, as is the amount each Unit0 can hold in reserve and the range generated each turn. The manual also says that units with insufficient points to carry out an order can get additional points from up the chain of command. It doesn't go into much detail on this, however, and I wanted to clarify my understanding on how this works. I had a forward observer calling in an artillery strike. At the beginning the FO had two points. After placing the request with two batteries, I still had a single C&C point left. When I went to the next FO, which had 2 Points as well, I only got to place two artillery requests before the unit was reduced to zero points and the third request received the "need one point" error. So my question is... Do the units in question use the points from higher in the chain before using their own, or is something else going on that I have not observed?

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Post #: 6
- 10/26/2001 7:42:00 PM   
Charles2222


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Challenge: A few small tips here. Firstly, you spoke of armored cars. I'm not sure of the game's integrity on this point, but I think the armored cars are always supposed to be 'recon' (there have been times where previously armored cars which were recon, became non-recon after OOB changes). What commonly happens to recon units is that you have to double-click them in order to see their TRUE movement radius for the turn. If your game is starting with all units with '0,0' as the objective, as mine isn't (in second battles of campaigns anyways), the single-click will only shade towards that 0,0, but the double-click will show 360 degrees movement. Secondly, let's take a non-recon tank for ease of discussion. If you single-click that tank it will show true movement radius. You can move to ANY of the shaded hexes and still not use orders, which, BTW, can change if you move gradually, so that gradual movement may reveal a hex which otherwise was inaccessible, because as you position changes relative to the objective, so does the hexes accesible. Thirdly, if you venture onto a non-shaded hex, even just one hex, you will thereby use one order. Once that first order has been used, your tank, for the rest of the turn, becomes 'recon' you might say, so that it suddenly has the ability to go in any direction without further penalty. The next turn, however, will see that this same tank will be back into the non-recon type movement routine.

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- 10/26/2001 9:07:00 PM   
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quote:

Originally posted by Challenge:
Now that I have a better understanding of the way C&C effects movement, and why the objective is important in game terms, I'll continue the vein with another query: Each "0" unit in the chain of command produces C&C points, this is pretty well explained by the manual, as is the amount each Unit0 can hold in reserve and the range generated each turn. The manual also says that units with insufficient points to carry out an order can get additional points from up the chain of command. It doesn't go into much detail on this, however, and I wanted to clarify my understanding on how this works. I had a forward observer calling in an artillery strike. At the beginning the FO had two points. After placing the request with two batteries, I still had a single C&C point left. When I went to the next FO, which had 2 Points as well, I only got to place two artillery requests before the unit was reduced to zero points and the third request received the "need one point" error. So my question is... Do the units in question use the points from higher in the chain before using their own, or is something else going on that I have not observed?
It sounds like the FO with a point left was somewhere down a chain of command and the other FO wasn't. What was the status of your A0 unit? evey one is in the chain of command for your A0. A FO that is part of another formation has the Command points of that Formation Commander available also. So your first Spotter gets points from the A0 to add to it's own. The second spotter gets points from the unit it is reporting to AND the A0. I've found the best thing to do with spotters is make the inital request with them and then make follow up requests with a Zero unit that has LOS to the request hex.
T.

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Post #: 8
- 10/26/2001 9:13:00 PM   
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C-22 Since the previous post on movement by DaveCon, I have scrutinized the movement and shaded hex areas much more closely and noticed precisely what you described. Once you pay the point to go outside the "approved" movement zone, you're pretty much free to cross the street on your own -- as long as you look out for on coming traffic. I used armored cars because that was the place I first noticed the movement behaving differently than other units and I missed the connections you just reinforced. Sharing Points The whole aspect of C&C -- movement is only one area -- is not well explained in the manual. That's why my next question was about how units actually share the points. I tend toward a zone approach -- I call for artillery or air support, fire with local units to add suppression to defenders, move the advancing units, then dig in for the next step of the leap frog. Once that zone is finished I move to the next and repeat as needed. My problem is that I run out of upper level command C&C points before I reach the point where I want to apply Battalion level assets (additional on-board artillery, commit reserve units, etc.) and find myself with a squad or platoon out ahead of support. If the points are used from the top down, it means I'll have to restructure the way I operate. Instead of working my way up, I'll have to think top down with the zone units being the last instead of the first to function. [ October 26, 2001: Message edited by: Challenge ]



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Post #: 9
- 10/26/2001 9:33:00 PM   
Tomanbeg

 

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quote:

Originally posted by Challenge:
C-22 Since the previous post on movement by DaveCon, I have scrutinized the movement and shaded hex areas much more closely and noticed precisely what you described. Once you pay the point to go outside the "approved" movement zone, you're pretty much free to cross the street on your own -- as long as you look out for on coming traffic. I used armored cars because that was the place I first noticed the movement behaving differently than other units and I missed the connections you just reinforced. Sharing Points The whole aspect of C&C -- movement is only one area -- is not well explained in the manual. That's why my next question was about how units actually share the points. I tend toward a zone approach -- I call for artillery or air support, fire with local units to add suppression to defenders, move the advancing units, then dig in for the next step of the leap frog. Once that zone is finished I move to the next and repeat as needed. My problem is that I run out of upper level command C&C points before I reach the point where I want to apply Battalion level assets (additional on-board artillery, commit reserve units, etc.) and find myself with a squad or platoon out ahead of support. If the points are used from the top down, it means I'll have to restructure the way I operate. Instead of working my way up, I'll have to think top down with the zone units being the last instead of the first to function. [ October 26, 2001: Message edited by: Challenge ]
Yep, You got it. That is why a German Mech Company (recon) is the most powerful unit available if you are playing with c&c on. And when you purchase a Motor rifle company it will take points to get your troops offloaded and your trucks moved out of harms way. God forbid you should have to pick them up and go somewhere else. I buy Rifle companies and then buy my trucks seperate. Keep every one within LOS and you can move drop hide move load move drop etc. It is not easy, but If you wanted Easy you could play Panzer General or TOAW. Of course once your zero unit for your truck platoon goes up in flames, you aren't going anywhere very fast.
T.

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Post #: 10
- 10/26/2001 9:58:00 PM   
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Okay ... So if the points are used from the top down, then there is no logical reason to reassign units such as the Co level art or ATGs to the Co Commander Unit0. You're actually losing a level of C&C points that way. The seperate vehicle formation now makes more sense because it has a level of C&C -- even if it's only a platoon leader. Hmmm, can you buy trucks by the Company? I knew I liked the Mech Inf for a reason. Didn't think about the problem with Motor Inf movement, however.

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Post #: 11
- 10/27/2001 12:32:00 AM   
Tomanbeg

 

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I use the reassign key for building scout teams(although not very often, sometimes it seems that a unit will lose it scouting ability whe I reassign it to a non-scout leader), and making Tiger Teams. No, not a bunch of Tigers, but rather taking the 4 or 5 higest rated tanks and reassigning them to the highest rated Tank Officer. Then I fill in the holes with the Tiger team's leaders original units. This will give me most of my combat power concentrated in a single platoon. It leaves the other platoons a little wimpy, but just be careful about what missions you assign them. I have not tried assigning officers from one company to another. Never thought of that, but I will try now.
T.

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– The Cairo daily Akhbar el Yom, Oct. 12, 1963.
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Post #: 12
- 10/27/2001 4:48:00 AM   
Tombstone

 

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An interesting thing about command points transferring from higher ranks is that the lower ranking unit must be OUT of command points. So if you only have one point left you have to spend it if you want access to the points that the higher rank has. An example of this is when you want to give a platoon a new objective but you only have 2 command points. If the platoon leader is in contact with the higher HQ AND the higher HQ has 3 command points, AND it's important to give them a new objective right now THEN it's worth it to waste those two points so that you can give the platoon another objective. The easiest thing is to call in dummy artillery bombardments then cancel them (or not). You can always fall back on changing the advance/defend status of the unit until you're out as well... Tomo

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- 10/27/2001 5:19:00 AM   
brianleeprice

 

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About Motorized forces with C&C - if you stop and unload in a safe area along the allowed route to the object no C&C points will be expended. IOW - scout first! Also if you have the equivalent of motorized infantry using seperate infantry and truck platoons, set the truck platoon objective a bit before the intended offload point. Starting a turn on one side of the objective allows you to move through the objective to the full movement allowance of the unit. After unloading you can then retreat the trucks without spending any more C&C points. For the infantry platoon in this case, pretend its starting point is the intended offload point and set its objective accordingly. Using C&C effectively requires both planning and a bit of creativity. You need to reserve your upper rank C&C points for actual emergencies. That way if your plans go seriously awry you can reroute at least up to one section/platoon plus one platoon per company.

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Post #: 14
- 10/27/2001 5:26:00 AM   
Charles2222


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Brian Price:
quote:

About Motorized forces with C&C - if you stop and unload in a safe area along the allowed route to the object no C&C points will be expended. IOW - scout first!
Are you saying that the unit definitely will NOT use orders if your quote is true, but that unloading outside those parameters ALWAYS does? I haven't studied it, not being big on loading/unloading, but I don't ever recall such an action ever using orders. By your latter comments, are you saying basically that for all the units that 'enter' the objective hex, they will turn recon for the rest of the turn (or in other words, get 360 degree movement)? [ October 26, 2001: Message edited by: Charles_22 ]



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Post #: 15
- 10/27/2001 6:53:00 AM   
brianleeprice

 

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quote:

Originally posted by Charles_22:
Brian Price: Are you saying that the unit definitely will NOT use orders if your quote is true, but that unloading outside those parameters ALWAYS does? I haven't studied it, not being big on loading/unloading, but I don't ever recall such an action ever using orders. By your latter comments, are you saying basically that for all the units that 'enter' the objective hex, they will turn recon for the rest of the turn (or in other words, get 360 degree movement)? [ October 26, 2001: Message edited by: Charles_22 ]
On the first point, to the best of my knowledge and observation, loading/unloading does not count as movement for C&C purposes. The problem with motorized (and mechanized to some extent) infantry where the transport vehicles are part of the same platoon as the infantry is that if you aren't careful you can end up dismounting in an area that is vulnerable to enemy fire. In that situation - retreating the vehicles to a safe location is *extremely* expensive C&C point-wise. Best solution is to scout carefully along the line of advance of the transports and dismount your troops in a spot where the transports aren't in enemy los. The next turn your troops can advance toward the objective afoot. On the second point - 'near the flag' maneuvers work this way: if you begin a movement on one side of the objective hex you will see that your allowable 'free' movement area extends past the objective hex in your direction of travel up to your full movement allowance. Once you stop on the other side of the objective hex from your starting point, you will see that your allowable 'free' movement area extends, once again, past the objective hex - this time in the reverse direction of your original travel - up to your full remaining movement allowance. It is this 'near the flag' behavior that allows you to regain nearly the same freedom of movement in certain situations with C&C on as you have with C&C off. The key is careful placement of the objective hex. The 'near the flag' behavior together with the operational behavior of the overall C&C system can, in the case of infantry, make it advantageous in many situations to have your infantry and your transport as seperate formations. Consider the following: you place the objective flag for the transports between a point thought to be 'safe' and the desired infantry dismount point. For your infantry, set their objective assuming that they will begin movement afoot somewhere between the transport's objective hex and the desired infantry dismount hex. If your scouts detect enemy observation along the anticipated route of the transports or detects enemy units which can fire upon the transports in route prior to the transport's objective hex, you can take steps to attempt to neutralize the enemy at that point. If that is impractical or impossible, then you can move your transports to just before the 'danger zone' and dismount. This is exactly the same case as moving mounted infantry without 'near the flag' maneuvers. Now here is where 'near the flag' maneuver becomes interesting. If you begin the turn with your transports close enough to the objective hex, you can merely surpress enemy units capable of firing on the desired unload hex(es) - move your transports past the transport objective hex to the unload hex in a single movement - dismount the infantry - and now - without costing any additional C&C points - you can retreat your transports back near or even past the transport objective hex. So no, this 'near the flag' behavior does not give you true 360 degree recon like maneuver capability, however it does give close to that capability depending upon where you start and end each movement when operating 'near the flag'. Hope this was a bit more clear. Brian Price

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Post #: 16
- 10/27/2001 7:54:00 AM   
Charles2222


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Brian Price: 10-4. I do wonder, however, if one becomes addicted to setting objectives as you describe, with transports perhaps being an exception, if you're not better off in the long run and perhaps even in the short, in using one objective well into the enemy's rear and then your units sticking to that path, with the objective only changed in the event of a real hardship somewhere. That wouldn't be needed very often anyway because so much movement can be achieved north/south, deviating from a very strict direct approach, which such an approach would be almost endemic to objectives of the much shorter variety, such as those necessary for the use of transports in the opening phases of battle using this suedo-recon method you describe. Have you ever given objectives very deep into the enemy rear any serious thought? That is my current style, and generally the only time I use orders are for artillery or to back off, such as with transports or hit-and-run with lightly armored AFVs. I do see however that using this recon objective method would make those executing hit-and-run tactics as VERY easy to pull off while on the defensive, but on the other hand placing objectives deep into the enemy rear is probably better for advances.

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Post #: 17
- 10/27/2001 9:11:00 AM   
Tomanbeg

 

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I was misunderstood. At NO point did I try to say, imply, or hint that it takes command points to load, or unload transports. It takes command points to pull the transport units back to a safe area after unloading them, and then more points to bring them back up to where the troops are. It does not matter if they are trucks or tracks. The advantage with the Mech recon Company is that you can run the tracks up, unload them then run them back to cover without changing the objective flag. Added to the +10 bonus for being Elite you get tough troops that don't have to be watched (that is what expending C&C points represents).
I put my objective flags on the farthest edge of the map from the unit. On a line drawn from the unit through it's actual objective. Where that line leaves the map is where your objective flag goes. The Map consists of hexes, so you need to think in hexes. The hex that you put the objective flag in is the center of a larger hex. Remember hexes. any two points on the map can be defined in terms of a hex. so if the flag is the center of a hex then the unit related to that flag is the outer edge of the hex. The unit can move along the outer rows of hexes that define this 'super hex' without causing the expendature of Command points. So the greater the distance between the objective flag and the unit, the more flexability of movement the unit has.
T. (I have been trying to explain this without using math for the last year or so and I still havn't quite got it figured out yet).

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– The Cairo daily Akhbar el Yom, Oct. 12, 1963.
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Post #: 18
- 10/27/2001 2:54:00 PM   
brianleeprice

 

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quote:

Originally posted by Charles_22:
Have you ever given objectives very deep into the enemy rear any serious thought? That is my current style, and generally the only time I use orders are for artillery or to back off, such as with transports or hit-and-run with lightly armored AFVs. I do see however that using this recon objective method would make those executing hit-and-run tactics as VERY easy to pull off while on the defensive, but on the other hand placing objectives deep into the enemy rear is probably better for advances.
I do use the 'deep objective' approach sometimes, especially on advance or assault missions. I'll normally pick a point of attack and set the deep objectives so that my units can pass through the point of attack. As another poster pointed out, this maximizes your maneuver choices along that path. Once they have penetrated through the 'real' objective (ie the point of attack) and eliminated opposition, I reset the 'deep objective' to pass through the next 'real' objective. Which method I use and when I use them largely depends on what my goals are for a particular formation or group of formations. Both have their uses, depending on map size, mission type, opponent, terrain, weather, and visibility. The 'near the flag' method does allow for some rather nice special abilities that the 'deep objective' method does not. It also, in most uses, has a built in retreat option - assuming you set the objective flag rearward of the real objective. In addition to the earlier motorized infantry example, 'near the flag' can be used to allow pop-up (or hit and run) maneuvers, artillery dodging maneuvers, and the setup and execution of draw traps. Of course these techniques only work with formations composed of high mobility units. (Units incapable of speeds over 22 hexes per turn are really unsuited for most 'near the flag' tactics as are scenarios with poor terrain or bad weather.) I think both techniques have their place. Both approaches attempt to maximize your maneuverability: one over a long, wide, but increasingly restrictive and ever advancing path; the other in a restricted area but with much greater flexibility of movement within that area. Brian Price

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Post #: 19
- 10/28/2001 2:00:00 AM   
Charles2222


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Tomanbeg:
quote:

I was misunderstood. At NO point did I try to say, imply, or hint that it takes command points to load, or unload transports. It takes command points to pull the transport units back to a safe area after unloading them, and then more points to bring them back up to where the troops are.
Oh, alright. Who knows, you might've stumbled onto something? It might take orders to load/unload outside the objective path, but I doubt it.

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Post #: 20
- 10/31/2001 12:02:00 AM   
challenge

 

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quote:

Originally posted by Tomanbeg:
The Map consists of hexes, so you need to think in hexes. The hex that you put the objective flag in is the center of a larger hex. Remember hexes. any two points on the map can be defined in terms of a hex. so if the flag is the center of a hex then the unit related to that flag is the outer edge of the hex. The unit can move along the outer rows of hexes that define this 'super hex' without causing the expendature of Command points. So the greater the distance between the objective flag and the unit, the more flexability of movement the unit has.
T. (I have been trying to explain this without using math for the last year or so and I still havn't quite got it figured out yet).
I think you just did. It explains why some of the movement shown has been in strange patterns. One was pretty much flat on top -- if it's following a hex side, it makes graphic sense.

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Post #: 21
- 10/31/2001 8:09:00 AM   
swagman

 

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I agree that effective use of C&C is all about planning, but there are a lot of tricks to getting the optimum benefit from a formations limited allowance of points. Planning starts with deployment. An effective deployment will minimise the number of orders needed well into the game opening, which means that the player then has the orders needed for flexible movement outside the permissible arc of movement. Important deployment issues are
· Always set the ALL unit objective flag, even if you are going to set independent unit objectives. This ensures that any unit overlooked (loaded infantry for example) has a relevant objective set. I always use the deep objective rule (setting on the map edge) because this provides the widest arc of permissible movement. I also set the objective in relation to my axis of attack… if I am mounting a two-pronged attack, at least one force will be close to the north or south map edge…by setting the objective in the middle of the opposite map-side, the permissible movement arcs normally allows me the choice of two clusters of Victory Hexes…either a central cluster or one towards the map edge…this enables me to feint towards one VH cluster before attacking the other with minimal expenditure of orders…similar a central unit group can move towards a central VH cluster or a map edge one, if the objective is set in the very corner hex…interesting opportunities arise in setting the objective in the opposite corner…so a unit force near the map south edge has it objective in the map north corner, allowing those units to more or less roll up the defences around the forward VH clusters;
· Always check the defensive stance in the HQ list, as it takes an order to change them…the default to advance for an attack and defend for a defender…the defensive perimeter around the on-map artillery should all be set to defence, as should the guns, while SPA should always be set to advance…the mobile reserve should usually be set to advance, as should all recon units except for those used as a fixed forward security screen (if the forward security screen is to be mobile, it is important to have the recon set to mobile , so they can move to their transport, which should also be a recon unit)…if attacking, ensure the stance is correct for the defensive screen covering sectors not on the axis of attack;
· Always set the artillery pre-assignments (target button on the deployment artillery screen) a pre-assigned target hex has a delay of 0.1 regardless of the unit calling the barrage. This way, I avoid the high delay which occurs when setting barrage orders by other than AO and FO units…if in attack place the target hexes over VH clusters and other likely enemy concentrations…in defense place target hexes along expected lines of enemy advance in combination with a forward security screen of recon units;
· Although it doesn't take orders, while in the HQ screen ensure that weapon range settings are correct for your battle; I then have a number of strategies for managing orders during the battle
· Unless your units have radios, keep them together…a unit out of contact is as good as useless…it will sit in place until the HQ goes and collects it…and I use all the other tips found here
· Remember that every turn your HQ units will receive at least one order…if the HQ already has its maximum orders, it will receive none next turn, which is as good as a wasted order…unless the HQ is suppressed, a formation which ends a turn with 2 orders, will always start the next with the 3 orders required to set another objective…so before ending a turn, always use spare orders…this means that one unit per formation can normally move outside the permissible arc at not overhead…enormously useful in the heat of battle… or to change the stance of units once you have found out what your opponent is doing…another good use for the spare orders is to target artillery… either for smoke or at suspicious places that need a good pounding, but which are away from the hexes pre-assigned target hexes defined in the set-up
· To target artillery costs 1 order, and forward observers quickly run-out (and use all the AO orders, which are better spent elsewhere)… if relying on observers for targeting, then purchasing more than a battery of on board artillery is of limited benefit, since you run out of orders to target them. But, a recon unit uses no orders when it moves, so all of your recon HQ orders are usually available for assigning a barrage (it is not as accurate as an assignment by a FO, but 12 guns firing on an area will impact and suppress more units than 2-4 guns accurately targetted by a FO…and the FO still gets to target mortars on particularly dangerous enemy units…besides, when laying smoke accuracy is not an issue, and onboard guns get lots of smoke which is very useful.

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(in reply to challenge)
Post #: 22
- 10/31/2001 8:59:00 PM   
challenge

 

Posts: 465
Joined: 10/10/2001
From: Austin, TX
Status: offline
I'm starting to get the hang of C&C now -- thank's to all the commentary here. I still need to figure out who takes from what unit, when, but that just takes practise and paying attention. Once I assigned the Command Car to the GHQ unit, I found that the car didn't gain the bennefit of being assigned to a unit of Recon status. It took eight turns to get the C&C points I needed to change the GHQ objective because other Btln assests were drawing the points for things I didn't notice at first. This is not happening as often anymore.

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Challenge

War is unhealthy for die-stamped cardboard and other paper products.

(in reply to challenge)
Post #: 23
- 11/1/2001 2:50:00 AM   
Nikademus


Posts: 25684
Joined: 5/27/2000
From: Alien spacecraft
Status: offline
quote:

Originally posted by Tomanbeg:
I use the reassign key for building scout teams(although not very often, sometimes it seems that a unit will lose it scouting ability whe I reassign it to a non-scout leader), and making Tiger Teams. No, not a bunch of Tigers, but rather taking the 4 or 5 higest rated tanks and reassigning them to the highest rated Tank Officer. Then I fill in the holes with the Tiger team's leaders original units. This will give me most of my combat power concentrated in a single platoon. It leaves the other platoons a little wimpy, but just be careful about what missions you assign them. I have not tried assigning officers from one company to another. Never thought of that, but I will try now.
T.


I tried beefing up a recon platoon with a couple of extra tanks, but found that they retained their non-recon status regardless. Probably worth noting when interacting with the armored cars, if you get in a pinch , they can go in any direction regardless of the objective but those tanks (or other units) had better have an order or two saved up or they'll be left hanging

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Post #: 24
- 11/1/2001 10:33:00 PM   
challenge

 

Posts: 465
Joined: 10/10/2001
From: Austin, TX
Status: offline
Once again, not being at my computer with the game on it I have to fall back to memory, which isn't as good as it used to be... I think some of the light tanks -- such as the Pzr I (Ger) -- have recon built in. This may only apply to seperate platoons, but I'm not sure about that. I would think if you found a light tank with recon capability it would keep it when reassigned. [ November 01, 2001: Message edited by: Challenge ]



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Challenge

War is unhealthy for die-stamped cardboard and other paper products.

(in reply to challenge)
Post #: 25
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