challenge -> (11/4/2003 10:05:48 PM)
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In the gray area at the bottom of the screen where all the unit info is, There is a listing for ORDERS. This tells you which unit the current unit is getting command points from and how many are available. It costs 1 CP to change a unit from advance to defend; it takes 3 CP to change the entire formation (usually the squad or section). With C&C ON, your units are limited to moving inside a highlighted area -- you can move a unit outside the marked area, but it costs 2 CP. Setting objectives covers the low level formation and takes 3 CP. Calling in artillery cost 1 CP, adjusting art fire is free. The fun/annoyance of C&C is that you need to set your objectives, than save up the points to change what you need to. Since all "0" units collect CPs, even single-man sniper units accumulate their own. When a formation uses up it's own leader's it takes from the next 0 unit in the chain of command. (Pltn, Co, A0 is the usual chain.) Turn sequence doesn't really change all that much. You have to make decisions about whether you want to dig in the platoon or the unit, or whether you need to change the objective hex the formation is moving toward. If you call in arty, who has the points and the skill to make it effective? Your troops don't automatically dig in with C&C ON. The only major differrence is that you have to pay CPs to adjust what your formations are doing. If you are getting a message that you're using up your orders, so units aren't doing what you want or are unable to move, then you are most likely moving individual units out of the objective movement zone. (The highlighted movement area.) This would cost 2 CP/unit moved that way, and would drain the chain of command of CPs pretty quickly.
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