RockinHarry
Posts: 2963
Joined: 1/18/2001 From: Germany Status: offline
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quote:
ORIGINAL: Nikademus It doesn't for example make sense to me that if say, a platoon or pair of tanks suddenly runs into an AT gun or a group of enemy tanks and needs to "duck behind" something or simply reverse course, they cant because they dont have "an order" to expend that allows them to violate their "objective" I've lost many a unit that way...sitting there or having to blindly move forward to it's doom as a result. Good point! That would be a good expansion of the CC system in the game and I think something like this is already considered in Combat Leader. Other WG´s that takes this into account is HPS Tigers on the Prowl/Panthers in the Shadows series games, where extra "independent" movement is allowed without expending order points. To some extend in SPWAW I believe this is dealt with by the formula shown in my posting further above, where certain nations based on command ratings is allowed more movements in a turn than others. IE russians in 1941 are more at a disadvantage than germans IE. Some "Nationality Command Rating" figures from SPIII manual for 1941: Germany 10 Japan -10 Brits 10 Soviet 0 US 10 ect. Figures for 1945: Germany 0 Japan -20 Brits 10 Soviet 0 US 10 (20 in 1944) The figures go into the following formula: (Command Rating + (A Random Number From 0 To 9) -40 + Nationality Command Rating) /10 "Command Rating" is either Leader Infantry-, Armor- or Artillery Command rating dependent upon unit type (Inf, Armor, Arty.) "Nationality Command Rating" is the example figures from the charts above. There´s yet other variables for order point allocation to be found in the GM starting on page75. Here´s the stuff that affects tactics when playing with CC on: • Single unit movement - not toward objective – 1 point if in physical contact with HQ, 2 points if in radio contact • Request an indirect fire bombardment (per artillery unit) – 1 point • Change formation movement objective - 3 points • Change mission - single unit - 1 point if in physical contact with HQ, 2 points if in radio contact • Change mission - all units in formation - 3 points "Note that reconnaissance units do not use orders for movement. However, they are affected normally by their stance setting, when the Control option is “On.” Clicking again on recon units with a “sector” movement arc, will expand it to 360 degrees (this costs no orders and is just a quirk)" So if you run into amushes oftenly, make better use of those recon elements in your CC=On game! If you consider the simulated time frame in SPWAW (2-5 minutes per game turn), then you understand that on the spot planning and assigning tasks can not be limitless with regard to available communication means and command abilities of a given leader! IE a (german) Infantry Cpy. commander needs to send runners (personell in Cpy HQ section) and/or instruct the platoon leaders personally. Imagine if the platoons currently are moving/fighting in developed formations (platoon frontier approx. 150m) ect. Even the germans (with regard to task system) could not always move or act freely and normally are given objectives/sector to defend or attack. Only if things don´t go according to initial battle plan (do you have any?), you´re required to expend order points! If you need to spend order points every turn (for same units) then you probably lack a plan! ("Order, counter order - disorder" explains that well IMO) Considering the unrealistic amount and distribution of radios to most units in the game, the CC system is even less restrictive as it actually should! Exception from this: FO´s and reccon units. If you don´t have enough order points for your FO, then you probably try to do too much spotting with a single FO! Normally a single FO in the game is assumed to handle a single battery (standard in german army), but with enough order points accumulated he can also spot for a whole Btl/Abteilung, dependent upon if either Btry. or Btl. sized artillery units are available. That would be the realistic limit anyway! If you spot with the overall commander (A0), it is assumed that the so called "Artillerie Verbindung-Kommando" (Artillery Liaison Command) is directly attached and located with the Inf.Btl/Battlegroup HQ. This "AVK/ALC" is normally sent from the attached or subordinated artillery Btl. (one Arty. Rgt. normally can only send ONE AVK/ALC anywhere, usually to the "Schwerpunkt/Main effort" battle group, that could be Btl. or Rgt. size!) So with CC on, it´s obvious you need to purchase more FO´s to get it to work! "Recon" ("1" formation flag in OOB) units do not expend order points to move anywhere, but in reality recon units would have been given "reccon tasks". In this regard SPWAW is much more generous! Note to Depot OOB project guys: If you see certain formations is given "Recon status" flag, then it´s most likely that past OOB creators tried to reflect better "command" abilities of certain nations and/or unit types. So with CC setting on, the reccon flag also serves for this purpose and not just for better "spotting" abilities! Had to learn that myself for V8.3 as well. CC and AIP: Not used. The preferences setting always counts for human players (vs AI, hotseat or PBEM). If you research a little bit the various real world nations WW2 command abilities you´ll see that the SPWAW CC system ain´t that bad and can turn out to be quite realistic....if you like it.
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