Lucky Kaa -> (6/7/2001 9:15:00 PM)
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quote:
Originally posted by Tom Terror:
Hey,
first to specify my problem: it may sound stupid but Iīm running out of orders constantly.
The first thing to learn about are the objectives you set for each unit. You basically set the objective flag to the point you are going to want the platoon to move to. Once this is set, the units in that platoon don't spend orders to move as long as their moving to their objective. When you move, the area you can move in should now look like it restricts you to the hexes that involve moving towards the objective. You can still move backwards or laterally, but it costs orders. This should probably clear up something like 75% of those issues with running out of orders. It fixed most of my issues.
You can change a platoon's objective for three orders.
You can use orders to call in artillery, but this can quickly run you out of orders if you call in a lot of arty. Better to use a forward observer, who will call in arty faster and has no purpose for orders other than to call in arty.
You can change stance with orders. Defend prevents you from moving, but lets you find cover faster. Advance lets you move, but you either won't look for cover or will find it more slowly (I forget which). You can use the command vehicle to change the stance for a whole platoon, which is usually cheaper than changing the stance for each individual unit.
It costs one order( I think. You could look it up in the manual ) to move a unit away from an objective (which includes moving units that have no set objective).
It costs 3 to change an objective.
I think its one order per battery/aircraft you call in. It also costs to call off a strike, so decide what you want to do before you start randomly hitting the pretty buttons.
I think it cost 2 orders to change stance, or 4 for a platoon commander to change the whole unit.
As for keeping in contact:
A unit has to be withing three hexes of it's commander to be in contact, or have radio contact. If they fall out of contact, they no longer have access to their commanders orders, so all they can do is move towards the objective or fire. (This is another reason why it is critical to set objectives!) Tanks tend to have radios, but they can run into interference or have their antenna masts destroyed, so while they can spread out more than infantry, they can still have issues.
I think that using the objectives is probably the most critical part of the C&C option. If you don't use them at all, you will just end up running out of orders and end up moving half a platoon at a time, which is not the purpose of C&C. C&C is meant to get you thinking in terms of platoons instead of squads. Because you need to maintain platoon cohesion, you have one platoon covering the advance of another platoon, instead of having an MG and a squad covering the advance of two other squads.
Kaa
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