swagman
Posts: 103
Joined: 8/8/2001 From: Australia Status: offline
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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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