I had to jump in and give my two cents (Full Version)

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Gary Tatro -> I had to jump in and give my two cents (9/12/2003 1:16:07 AM)

There are four very valuable things that an A0 does for you and yours.

1) The A0 acts as the highest commander in you army, this allows it to rally any unit in your command, even after your Platoon commander and Company commander fail their rally. He needs to be within 3 hexes of them to do this.

This can be very useful but, ussually you can only do this for one or two units. I only do this when my artillary park has been bombarded and then I will move my A0 over to rally the Platoon commanders before relocating the artillary park.

2) All units get a rally at the end of the phase, units that are within 5 hexs of the A0 get an additional rally.

Again this can be very useful, but I do not use my A0 in the front, to much of a chance to get killed. What I do is keep it within 5 hexs of my artillary park that way if the park gets bombarded, the A0 can give it additional support when they need to rally and be moved.

3) The A0 acts as the overall commander in the game, cordinating the attack. This happens in C&C and also with C&C off. This means that all units need to be in contact with him in order to cordinate their attacks. This is a lot more important in C&C than in C&C off mode.
Since the vast majority of players play with C&C off, the only advantages for being in contact with the A0 in a game with C&C off is for artillary and FO's. If you have an FO who is in contact with the A0 you can allways use that FO to call in artillary from all over the map and get your fast response time. If your artillary is in contact with you A0 it will get to fire a artillary barage that turn, or at least plot a barage.

Because of this I always keep one FO in the same hex as my A0 and I ussually position my A0 within sight distance of my artillary park. Because of this I always have all of my on-board artillary ready to plot every turn with the lowest plot times possible. :eek:

4) Finally the A0 acts at the last resort. Meaning that if your opponent has taken all of the victory hexes and has broken your army's force moral it is the A0 that determines if a retreat is in order. When this situation happens your A0 make a rally roll and if it succeeds the game does not end but goes on for another turn. If on the other hand your A0 fails its rally role the game ends, and most likely with a bad result for you. Now if your A0 has been killed and your opponent takes all of the victory hexes it is see you later time. The game will automatically end, with a definate definate bad result to you.

For these reasons I never leave my A0 without some type of support. First I ussually have 2-3 small two man recon patrols. Then 1 platoon of halftracks and one platoon of light/medium trucks. Since I play almost exclusively with on-board artillary (get the most for the least amount of points) I tend to want to relocate my artillary park fairly often. The recon is to spot the anoying infiltrators that sneak around your backfield, the halftrack are to deal with the infiltrators and move your artillary and ammo boxes, and the trucks are for moving your artillary and being targets for very obnoxious aircraft. I also tend to set up my A0 way in the back in an area where I have place a stong force in the front. IE: in an area of the map where I an intending to move forward instead of backwards. ;)

For all of these reasons I never leave my A0 out all by itself or undefended.




Charles2222 -> (9/13/2003 12:56:37 AM)

[QUOTE=Charles_22]I don't give them any protection, such as an MG or sniper, but then I'm always playing the AI anyway. No, I hide mine, but I have to position him at least somewhat close to the onboard artillery or more than likely that artillery will be shishkabob after a couple of turns and be useless. With that in mind, probably the best thing to do with them is plant them maybe 6-8 hexes away from the artillery, therefore safe, but have some transport in the same hex with them that will be able to dump them off close to the artillery in one turn, should they be hit earlier.[/QUOTE]

I thought of something else that nobody ever seems to mention, and that is, if you're going to shoot their ranges down to zero, why not disable their weapons too? Is it possible that an A0 would remain unspotted with an enemy unit in the hex? Seems I've "seen" that happen before, but then again that was probably before melee and overrun came into being. Perhaps the only way it was possible, then, if not now, was when the unit within the hex became so routed it couldn't see the other, and it wasn't thought to respot the unit by picking another unit within the vicinity.




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