Tomanbeg
Posts: 4385
Joined: 7/14/2000 From: Memphis, Tn, CSA Status: offline
|
quote:
Originally posted by General Richmond: I play with C&C engaged and love it. However, there is one area that I am either having trouble in, or it's just bad implementation (or it's realistic and I just don't understand why).
Situation:
A platoon of infantry hunkered down (defend stance) in a grove of trees. They have basically reached their first objective, or are just a few hexes short of it. Situation calls for advancement to a ridge ahead.
Now, it will take 3 order pts to assign a new objective for the platoon, and then 3 more to get their sorry butts out of defend stance and into advance stance. That is SIX POINTS! Needless to say, it doesn't happen that way too often.
It seems to me that if a platoon or whatever is in defend stance, then the assigning of a new objective and movement to it should be open without having to pay to come out of defend stance.
What am I missing?
IMHO you aren't putting your objective flag far enough away from your Platoon. And I stay away from the realism debate. I will say that it is accurate for this time period for a change of objective to take a lot of time. During the great patriotic War, communication between Squads in a platoon was done by runner or voice. No IC's and cute little radios with 45 hex ranges. The Platoon Leader says "Take those woods, men" well the woods are empty, so the PC (Platoon commander) now says "take the hill". A runner has to be sent to find the squad leaders and give them their new orders. The squad leaders have to get the troops out of the holes they just got done digging and moving to the correct hill. The troops have to pack up their **** and get it loaded. The average Allied solider started with a 80 to 90 pound pack. Think of it as taking your house with you. Everything they need to live is carried on their back. The first thing you do when you get somewhere is take that damn thing off. Changing the objective for a platoon of grunts is a two turn process. First turn is symbolic of the PC deciding where to go next( to be accurate it is more like the PC getting fresh orders). You do this by moving the objective flag. The second turn represents the time it takes to get the runners out to the squads. This is the defend to attack change. Out in the non-electronic world 4 to 6 minutes to get a platoon out of their holes and moving is real good time and means you have some excellent troops. 10 to 15 minutes would be more reasonable. Thinking ahead pays off, along with planning on there being problems. As many as I can make, if you are playing me. T.
_____________________________
"The 15th May, 1948, arrived ... On that day the mufti of Jerusalem appealed to the Arabs of Palestine to leave the country, because the Arab armies were about to enter and fight in their stead." – The Cairo daily Akhbar el Yom, Oct. 12, 1963. [IMG]http
|