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JoMac

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Posts posted by JoMac

  1. Hello fellow CM gamers,

    I am setting up an Infantry Company size 41' Scenario, Meeting Engagement with a flag in the middle of map (map size is about 480 by 720 ). Should both the German and Russian forces be equally apart from the flag. (I have both sides at about 150 meters from flag )

    The Germans seem to have a better reaction time when issuing orders then the Russians, and usually get to the flag first by a turn or so.

    When playing the Germans should I pause each unit about 30 seconds to a minute for the first turn of game.

    - OR - Should I setup the Germans about 50 meters farther back or Russians 50 meters closer( which is the size of one block in the Scenario Editor map ).

    What are other things to suggest, any help would be appreciated.

    Thanx

    Joe

    [ January 16, 2008, 09:20 PM: Message edited by: JoMc67 ]

  2. Moshker,

    Unfortunately, there are no Fire-Arcs in CMBO, and you will need to use the Hide Order and just hope for the best. If you are hiding, your units will usually automatically unhide and start shooting once enemy units get within 100 meters. You can also use the Ambush Markers, they are not used just for Field Pieces and Armor.

    I have all 3 games, but CMBB and CMAK have a fair amount of changes over CMBO to warrant the purchase of them ( plus you get the Eastern Front ).

    You might want to do a search on the differences as the subject has come up recently again.

    If interested in playing a PBEM or TCP, I can help you thru the steps. If you need some help with the rules, tactics, etc, just email me back or post reply below.

    Joe

    [ October 10, 2007, 07:36 PM: Message edited by: JoMc67 ]

  3. AdamL,

    I have already put myself down for BN Commander for either side.

    I was thinking thou, what if you scaled it back to say a Regiment in size instead of Div.

    This way you could look for BN as COs and then Company commanders for the other players. Just a suggestion that would make the game alittle bit more managable, but you probably already considered that.

    Joe

    [ September 29, 2007, 09:32 PM: Message edited by: JoMc67 ]

  4. This is interesting for sure, I wonder if this is an AI engine limitation or program in which fast vehicles automatically have been givin almost equally fast reverse speeds to match.

    On a related note: I have noticed all vehicles givin a move forward and reverse order in same turn, will only have a second or two delay before the reverse order takes affect. The problem I have with this is that the vehicle would have to slow down and come to a full stop, and start reversing; In IMHO way to fast of a reaction time of just a couple seconds.

    Here are 2 situations regarding the above that I believe would be more probable.

    FIRST - A player gives 2 orders to his tank crew that turn, to move fast and reverse; by the time the vehicle slowes down and comes to a complete stop and starts reversing, there should be around no less then 5 seconds delay from the time the vehicle stops, to when it starts reversing again.

    SECOND - An enemy AI for example, is moving forward and scans the battlefied and after several seconds notices your vehicle that appears to him to be more formidable; It should take no shorter then say 10 seconds for him, access the situation, come to a full stop, and start reversing again.

    Just some thoughts.

    [ September 04, 2007, 07:53 AM: Message edited by: JoMc67 ]

  5. Originally posted by Michael Dorosh:

    Bumping this in light of the email sent to me. Any other thoughts?

    JK,

    Sorry about the email, I forgot that you responded earlier to this post.

    Basically the focus now will be more at the Company and Platoon level. You will only need a reciprical LOS from CHQ to PHQ, and from PHQ to the Section for an order to take affect. When the final version is completed It will be reposted back here.

  6. I agree with JasonC and AdamL,

    there is not eneogh debris/dust from an HE Arty Barrage in CMAK and the little that there is does not last long eneogh.

    I think having the similar effect of a building being destroyed should be applied to an HE Barrage.

    I do think the Dust from vehicles is simulated fairly well, except I do agree with the statement GreenAsJade made.

    [ August 18, 2007, 07:48 PM: Message edited by: JoMc67 ]

  7. I have noticed When I played the CDV versions of Combat Mission on my Laptop I would get many of the problems you have. The Squad leader bases are always white as well as many of the Support Units, Mortars and HMGs themselves are often white. If I zoom in close many of these problems go away, but once I Zoom about half way up then thats where the problems arise.

    I don't have any of these problems with my Desktop. This tells me there are probably differences or issues in the Graphics card between both computers.

    Joe

  8. Hello,

    I am looking to upgrade from my 17" View Sonic monitor that plays CMBB, CMAK, at full screen to something around say 20 or 21" in size that will also play these games at full screen.

    Aside from opening up minor Win XP programs, occasional downloads or surfing online, my knowledge of computers is fairly limited.

    What max size plug & play monitor would you suggest to safely run CMBB, CMAK without having to do anything special.

    Thanx

    Joe

  9. Originally posted by coe:

    quick thing on PzIV specials...

    in real life, did the IV specials really avoid hull down due to the turret thing or is it just a CMBB probability thing.

    e.g. in real life - did the allies say, "oooh PzIV... target specifically the turret!!" when PzIV fully exposed? (we're assuming front aspect)

    I am sure the Germans attempted Hull Down whenever possible. The PZIV had 50mm front turret armor but had 80mm mantlet armor thats about a 50/50 percent exposure, unfortunatly the game engine does not take this into account.

    No, the Allies did not specifically target the turret. However, most armies did target the center of the tank to achive a better hit overall.

  10. This is a 'work around' that we have been using to make much better use of the Battalion and Company HQ units - to give them a command and control function in CM that is otherwise missing from the game. It may seem awkward at first, but it has a logical structure that, with practice, you can soon get the hang of it. It can, however, slow down attacks and meeting engagements, so allow double the amount of time for these at first, or use the ALTERNATIVE below.The effect of using this 'work around' is to force the player to keep Platoon and Company formations together, within reciprocal Line of Sight (LoS) or Lines of Command (LoC) of their Platoon or Company HQ, and to keep the higher level (Company and Battalion HQ units) back out of the line of fire to prevent them becoming 'degraded' or 'non-functional'. Failure to keep the higher level HQ units within reciprocal LoS of their subordinate HQ units, or exposing these higher level HQ units to enemy fire, will severely restrict the player's ability to control the battle. Operating in 'close' country or poor visibility will do the same.

    Basic Rules

    The basic principle is this: that there should be an unbroken chain of command between a Battalion or a Company HQ unit and its subordinate units, to transmit orders and information in a chain that will extend from a Battalion HQ to a Company HQ (by reciprocal Line of Sight LoS); from a Company HQ to a Platoon HQ (by reciprocal LoS); and from a Platoon HQ to its individual Sections and teams (by Lines of Control LoC).

    A Battalion HQ can command as many Company HQs as it has reciprocal LoS to; or one Platoon HQ that it has reciprocal LoS to; or all those sections that it has a LoC to; or one 'orphan' section or unbuttoned vehicle (an 'orphan' section or vehicle being one that has no LoC to an HQ) by reciprocal LoS.

    A Company HQ can command as many of its own company Platoon HQs as it has a reciprocal LoS to; or one non-subordinate Platoon HQ that it has reciprocal LoS to (i.e. an independent Platoon HQ, or a Platoon HQ from another company); or all those sections that it has a LoC to; or one 'orphan' section or unbuttoned vehicle by reciprocal LoS.

    A Platoon HQ can command all those sections that it has a LoC to; or one 'orphan' section or unbuttoned vehicle by reciprocal LoS.

    ALTERNATIVE: In the above, replace or with and to allow HQ units to 'multi-task'. This will move the game on more quickly, and give the player greater control.

    Optional Refinements

    1. An HQ unit can be either 'Functional', 'Degraded' or 'Non-functional' depending on its morale and movement status. A 'Functional' HQ unit is one that is 'OK', 'Alerted' or 'Cautious'. A 'Degraded' HQ unit is one that is 'Taking Cover', 'Shaken', 'Pinned' or 'Shocked', is moving on foot or hiding. A 'Non-functional' HQ unit is one that is 'Panicked', 'Broken' or 'Routed'. An HQ unit that is 'Degraded' by moral or movement status can command only those sections that it has a LoC to (i.e. a degraded HQ unit can no longer transmit, amend or cancel orders using LoS, and as a movement order would degrade it an otherwise 'Functional' HQ cannot transmit orders by LoS and be issued with a movement order itself in the same orders phase). An HQ unit that has become 'Non-functional' cannot transmit, amend or cancel any orders at all.

    2. In the absence of a Battalion or Company HQ unit, or if a Battalion or Company HQ is elliminated or captured, the next most senior HQ unit can become the 'acting' Battalion or Company HQ.

    In the absence of, or in the ellimination or capture of a Battalion HQ the most senior Company HQ will become the 'acting' Battalion HQ. The most senior Company HQ will be 'A' Company, followed by 'B' Company, and so on. An 'acting' Battalion HQ that is not 'Degraded' can command only one company (either its own, or a Company HQ to which it has a reciprocal LoS); or one Platoon HQ that it has reciprocal LoS to; or all those sections that it has a LoC to; or one 'orphan' section or unbuttoned vehicle by reciprocal LoS. The difference between a Battalion HQ and an 'acting' Battalion HQ is, therefore, that an 'acting' Battalion HQ can command only one company at a time, not several. In the absence of a Company HQ, the most senior Platoon HQ can become the 'acting' Battalion HQ, but can command only one Platoon at a time (either its own, or a Platoon HQ to which it has a reciprocal LoS); or one 'orphan' section or unbuttoned vehicle by reciprocal LoS. The most senior Platoon HQ will be No.1 Platoon from 'A' Company, followed by No.1 Platoon from 'B' Company, and so on down to No.2 Platoon from 'A' Company, and so on down to an 'independent' Platoon HQ or a vehicle Platoon HQ.

    In the absence, ellimination or capture of a Company HQ the most senior Platoon HQ in that company will become the 'acting' Company HQ. The most senior Platoon HQ will be No.1 Platoon, followed by No.2 Platoon, and so on, but it can command only one Platoon at a time (either its own by LoC, or a Platoon HQ to which it has a reciprocal LoS); or one 'orphan' section or unbuttoned vehicle by reciprocal LoS. The difference between a Company HQ and an 'acting' Company HQ is, therefore, that an 'acting' Company HQ can command only one Platoon at a time, not several.

    3. HQ units (and this also includes Forward Observation Officers) are always considered to be in command of themselves. i.e. the player can add, amend or cancel orders to the HQ section itself, even if it does not have reciprocal LoS to a superior HQ. In addition, a player can select a target for any HQ, and he can also select a target for any section that an HQ has a red LoC to (although this can only be done if the target is within the LoS of the HQ). This can also be done regardless of whether the HQ has a reciprocal LoS to a higher HQ or not. For all other units, the computer will choose which target a unit will shoot at. This will eliminate the Platoon fire at a single target that players often do, but rather spread the fire more sporadically.

    4. A vehicle (including tanks) that has a unit 'embarked' on it is regarded as an extension of the embarked unit for command and control purposes. i.e. that vehicle can receive commands from the embarked section or team's HQ unit (or the HQ unit itself if it is embarked), so long as the embarked section or team is itself able to receive commands from that HQ unit (and this regardless of whether the vehicle is itself buttoned or unbuttoned).

    5. A vehicle or vehicle HQ unit within reciprocal LoS of a superior HQ unit can only receive commands from that HQ if it is unbuttoned at the start of the orders phase (unless, as above, the command is received via an embarked unit). Otherwise, the only command that a buttoned vehicle can receive from a superior HQ unit within reciprocal LoS is the command to unbutton. A vehicle can, however, receive orders from its own Platoon HQ by LoC whilst buttoned, so long as the vehicle Platoon HQ in question is itself unbuttoned and receiving orders by reciprocal LoS from a superior HQ.

    6. All units can receive orders in the first orders phase of an engagement, regardless of the above restrictions. For reinforcements, the turn that they appear on the map edge is regarded as their first orders phase, and they can therefore receive orders on that turn regardless of the above restrictions. All the units listed below will have mandatory firing arcs, anywhere from 1 to 180 degrees with a minimum range of 20 meters and a max range listed below. These are to be asigned in the first orders phase (or the first orders phase they appear on the map, in the case of reinforcements), and will give for more realistic arcs and firing ranges. They can be amended or changed in subsequent order phases, so long as the the section is in LoC of an HQ unit.

    - Infantry Squads and HQs 250 meters max.

    - HMG & MMG 500 meters max.

    - LMG & BAR 250 meters max.

    - Sharpshooter 500 meters max.

    - Tank Hunter small arms 100 meters max, the armor arc is not mandatory.

    - AT Rifle 500 meters.

    - ALL other units that are HE, Flame, AT capable are exempt from the above rules.

    7. Players have no control over crew members from abandoned or destroyed vehicles or support weapons, the computer will decide their fate. This will help prevent players using them to Spot, Recon, etc. Once the computer has created or designated a section as 'crew' it can no longer receive any orders.

    8. Once a Soft Vehicle has disembarked its passengers, next turn it must not advance any further ( unless its intentions are to pickup passengers that turn ) and must attempt to seek cover (behind house or hill) out of LOS from the enemy. You will have to repeat this process every turn by checking LOS from Soft Vehicle to enemy. Soft vehicles are defined as Jeeps or Trucks w/out ammo. This will prevent players using them to spot or recon the enemy.

    9. No player can voluntarily exit units off the map, other than via a friendly map edge or a designated exit point.

    10. Veteran or better BHQ can give orders to a maximum of 4 CHQs that it has reciprocal LOS to.

    Regular BHQ can give orders to a maximum of 3 CHQs it has reciprocal LOS to.

    Green BHQ can give orders to a maximum of 2 CHQs it has reciprocal LOS to.

    Conscript BHQ can give orders to just 1 CHQ it has reciprocal LOS to.

    Veteran CHQ can give orders to a maximum of 4 PHQs that is has reciprocal LOS to.

    Regular CHQ can give orders to a maximum of 3 PHQ it has reciprocal LOS to.

    Green CHQ can give orders to a maximum of 2 PHQs it has reciprocal LOS to.

    Conscript CHQ can give orders to just 1 PHQ it has reciprocal LOS to

    Authors: Bletchley/JoMc67

    Date: 31st July 2007

  11. This is a 'work around' that we have been using to make much better use of the Battalion and Company HQ units - to give them a command and control function in CM that is otherwise missing from the game. It may seem awkward at first, but it has a logical structure that, with practice, you can soon get the hang of it. It can, however, slow down attacks and meeting engagements, so allow double the amount of time for these at first, or use the ALTERNATIVE below.The effect of using this 'work around' is to force the player to keep Platoon and Company formations together, within reciprocal Line of Sight (LoS) or Lines of Command (LoC) of their Platoon or Company HQ, and to keep the higher level (Company and Battalion HQ units) back out of the line of fire to prevent them becoming 'degraded' or 'non-functional'. Failure to keep the higher level HQ units within reciprocal LoS of their subordinate HQ units, or exposing these higher level HQ units to enemy fire, will severely restrict the player's ability to control the battle. Operating in 'close' country or poor visibility will do the same.

    Basic Rules

    The basic principle is this: that there should be an unbroken chain of command between a Battalion or a Company HQ unit and its subordinate units, to transmit orders and information in a chain that will extend from a Battalion HQ to a Company HQ (by reciprocal Line of Sight LoS); from a Company HQ to a Platoon HQ (by reciprocal LoS); and from a Platoon HQ to its individual Sections and teams (by Lines of Control LoC).

    A Battalion HQ can command as many Company HQs as it has reciprocal LoS to; or one Platoon HQ that it has reciprocal LoS to; or all those sections that it has a LoC to; or one 'orphan' section or unbuttoned vehicle (an 'orphan' section or vehicle being one that has no LoC to an HQ) by reciprocal LoS.

    A Company HQ can command as many of its own company Platoon HQs as it has a reciprocal LoS to; or one non-subordinate Platoon HQ that it has reciprocal LoS to (i.e. an independent Platoon HQ, or a Platoon HQ from another company); or all those sections that it has a LoC to; or one 'orphan' section or unbuttoned vehicle by reciprocal LoS.

    A Platoon HQ can command all those sections that it has a LoC to; or one 'orphan' section or unbuttoned vehicle by reciprocal LoS.

    ALTERNATIVE: In the above, replace or with and to allow HQ units to 'multi-task'. This will move the game on more quickly, and give the player greater control.

    Optional Refinements

    1. An HQ unit can be either 'Functional', 'Degraded' or 'Non-functional' depending on its morale and movement status. A 'Functional' HQ unit is one that is 'OK', 'Alerted' or 'Cautious'. A 'Degraded' HQ unit is one that is 'Taking Cover', 'Shaken', 'Pinned' or 'Shocked', is moving on foot or hiding. A 'Non-functional' HQ unit is one that is 'Panicked', 'Broken' or 'Routed'. An HQ unit that is 'Degraded' by moral or movement status can command only those sections that it has a LoC to (i.e. a degraded HQ unit can no longer transmit, amend or cancel orders using LoS, and as a movement order would degrade it an otherwise 'Functional' HQ cannot transmit orders by LoS and be issued with a movement order itself in the same orders phase). An HQ unit that has become 'Non-functional' cannot transmit, amend or cancel any orders at all.

    2. In the absence of a Battalion or Company HQ unit, or if a Battalion or Company HQ is elliminated or captured, the next most senior HQ unit can become the 'acting' Battalion or Company HQ.

    In the absence of, or in the elimination or capture of a Battalion HQ the most senior Company HQ will become the 'acting' Battalion HQ. The most senior Company HQ will be 'A' Company, followed by 'B' Company, and so on. An 'acting' Battalion HQ that is not 'Degraded' can command only one company (either its own, or a Company HQ to which it has a reciprocal LoS); or one Platoon HQ that it has reciprocal LoS to; or all those sections that it has a LoC to; or one 'orphan' section or unbuttoned vehicle by reciprocal LoS. The difference between a Battalion HQ and an 'acting' Battalion HQ is, therefore, that an 'acting' Battalion HQ can command only one company at a time, not several. In the absence of a Company HQ, the most senior Platoon HQ can become the 'acting' Battalion HQ, but can command only one Platoon at a time (either its own, or a Platoon HQ to which it has a reciprocal LoS); or one 'orphan' section or unbuttoned vehicle by reciprocal LoS. The most senior Platoon HQ will be No.1 Platoon from 'A' Company, followed by No.1 Platoon from 'B' Company, and so on down to No.2 Platoon from 'A' Company, and so on down to an 'independent' Platoon HQ or a vehicle Platoon HQ.

    In the absence, elimination or capture of a Company HQ the most senior Platoon HQ in that company will become the 'acting' Company HQ. The most senior Platoon HQ will be No.1 Platoon, followed by No.2 Platoon, and so on, but it can command only one Platoon at a time (either its own by LoC, or a Platoon HQ to which it has a reciprocal LoS); or one 'orphan' section or unbuttoned vehicle by reciprocal LoS. The difference between a Company HQ and an 'acting' Company HQ is, therefore, that an 'acting' Company HQ can command only one Platoon at a time, not several.

    3. HQ units (and this also includes Forward Observation Officers) are always considered to be in command of themselves. i.e. the player can add, amend or cancel orders to the HQ section itself, even if it does not have reciprocal LoS to a superior HQ. In addition, a player can select a target for any HQ, and he can also select a target for any section that an HQ has a red LoC to (although this can only be done if the target is within the LoS of the HQ). This can also be done regardless of whether the HQ has a reciprocal LoS to a higher HQ or not. For all other units, the computer will choose which target a unit will shoot at. This will eliminate the Platoon fire at a single target that players often do, but rather spread the fire more sporadically.

    4. A vehicle (including tanks) that has a unit 'embarked' on it is regarded as an extension of the embarked unit for command and control purposes. i.e. that vehicle can receive commands from the embarked section or team's HQ unit (or the HQ unit itself if it is embarked), so long as the embarked section or team is itself able to receive commands from that HQ unit (and this regardless of whether the vehicle is itself buttoned or unbuttoned).

    5. A vehicle or vehicle HQ unit within reciprocal LoS of a superior HQ unit can only receive commands from that HQ if it is unbuttoned at the start of the orders phase (unless, as above, the command is received via an embarked unit). Otherwise, the only command that a buttoned vehicle can receive from a superior HQ unit within reciprocal LoS is the command to unbutton. A vehicle can, however, receive orders from its own Platoon HQ by LoC whilst buttoned, so long as the vehicle Platoon HQ in question is itself unbuttoned and receiving orders by reciprocal LoS from a superior HQ.

    6. All units can receive orders in the first orders phase of an engagement, regardless of the above restrictions. For reinforcements, the turn that they appear on the map edge is regarded as their first orders phase, and they can therefore receive orders on that turn regardless of the above restrictions.

    All the units listed below will have mandatory firing arcs, anywhere from 1 to 180 degrees with a minimum range of 20 meters and a max range listed below. These are to be asigned in the first orders phase (or the first orders phase they appear on the map, in the case of reinforcements), and will give for more realistic arcs and firing ranges. They can be amended or changed in subsequent order phases, so long as the the section is in LoC of an HQ unit.

    - Infantry Squads and HQs 250 meters max.

    - HMG & MMG 500 meters max.

    - LMG & BAR 250 meters max.

    - Sharpshooter 500 meters max.

    - Tank Hunter small arms 100 meters max, the armor arc is not mandatory.

    - AT Rifle 500 meters.

    - ALL other units that are HE, Flame, AT capable are exempt from the above rules.

    7. Players have no control over crew members from abandoned or destroyed vehicles or support weapons, the computer will decide their fate. This will help prevent players using them to Spot, Recon, etc. Once the computer has created or designated a section as 'crew' it can no longer receive any orders.

    8. Once a Soft Vehicle has disembarked its passengers, next turn it must not advance any further ( unless its intentions are to pickup passengers that turn ) and must attempt to seek cover (behind house or hill) out of LOS from the enemy. You will have to repeat this process every turn by checking LOS from Soft Vehicle to enemy. Soft vehicles are defined as Jeeps or Trucks w/out ammo. This will prevent players using them to spot or recon the enemy.

    9. No player can voluntarily exit units off the map, other than via a friendly map edge or a designated exit point.

    10. Veteran or better BHQ can give orders to a maximum of 4 CHQs that it has reciprocal LOS to.

    Regular BHQ can give orders to a maximum of 3 CHQs it has reciprocal LOS to.

    Green BHQ can give orders to a maximum of 2 CHQs it has reciprocal LOS to.

    Conscript BHQ can give orders to just 1 CHQ it has reciprocal LOS to.

    Veteran CHQ can give orders to a maximum of 4 PHQs that is has reciprocal LOS to.

    Regular CHQ can give orders to a maximum of 3 PHQ it has reciprocal LOS to.

    Green CHQ can give orders to a maximum of 2 PHQs it has reciprocal LOS to.

    Conscript CHQ can give orders to just 1 PHQ it has reciprocal LOS to

    Authors: Bletchley/JoMc67

    Date: 31st July 2007

    [ August 09, 2007, 09:19 PM: Message edited by: JoMc67 ]

  12. This is a 'work around' that we have been using to make much better use of the Battalion and Company HQ units - to give them a command and control function in CM that is otherwise missing from the game. It may seem awkward at first, but it has a logical structure that, with practice, you can soon get the hang of it. It can, however, slow down attacks and meeting engagements, so allow double the amount of time for these at first, or use the ALTERNATIVE below.The effect of using this 'work around' is to force the player to keep Platoon and Company formations together, within reciprocal Line of Sight (LoS) or Lines of Command (LoC) of their Platoon or Company HQ, and to keep the higher level (Company and Battalion HQ units) back out of the line of fire to prevent them becoming 'degraded' or 'non-functional'. Failure to keep the higher level HQ units within reciprocal LoS of their subordinate HQ units, or exposing these higher level HQ units to enemy fire, will severely restrict the player's ability to control the battle. Operating in 'close' country or poor visibility will do the same.

    Basic Rules

    The basic principle is this: that there should be an unbroken chain of command between a Battalion or a Company HQ unit and its subordinate units, to transmit orders and information in a chain that will extend from a Battalion HQ to a Company HQ (by reciprocal Line of Sight LoS); from a Company HQ to a Platoon HQ (by reciprocal LoS); and from a Platoon HQ to its individual Sections and teams (by Lines of Control LoC).

    A Battalion HQ can command as many Company HQs as it has reciprocal LoS to; or one Platoon HQ that it has reciprocal LoS to; or all those sections that it has a LoC to; or one 'orphan' section or unbuttoned vehicle (an 'orphan' section or vehicle being one that has no LoC to an HQ) by reciprocal LoS.

    A Company HQ can command as many of its own company Platoon HQs as it has a reciprocal LoS to; or one non-subordinate Platoon HQ that it has reciprocal LoS to (i.e. an independent Platoon HQ, or a Platoon HQ from another company); or all those sections that it has a LoC to; or one 'orphan' section or unbuttoned vehicle by reciprocal LoS.

    A Platoon HQ can command all those sections that it has a LoC to; or one 'orphan' section or unbuttoned vehicle by reciprocal LoS.

    ALTERNATIVE: In the above, replace or with and to allow HQ units to 'multi-task'. This will move the game on more quickly, and give the player greater control.

    Optional Refinements

    1. An HQ unit can be either 'Functional', 'Degraded' or 'Non-functional' depending on its morale and movement status. A 'Functional' HQ unit is one that is 'OK', 'Alerted' or 'Cautious'. A 'Degraded' HQ unit is one that is 'Taking Cover', 'Shaken', 'Pinned' or 'Shocked', is moving on foot or hiding. A 'Non-functional' HQ unit is one that is 'Panicked', 'Broken' or 'Routed'. An HQ unit that is 'Degraded' by moral or movement status can command only those sections that it has a LoC to (i.e. a degraded HQ unit can no longer transmit, amend or cancel orders using LoS, and as a movement order would degrade it an otherwise 'Functional' HQ cannot transmit orders by LoS and be issued with a movement order itself in the same orders phase). An HQ unit that has become 'Non-functional' cannot transmit, amend or cancel any orders at all.

    2. In the absence of a Battalion or Company HQ unit, or if a Battalion or Company HQ is elliminated or captured, the next most senior HQ unit can become the 'acting' Battalion or Company HQ.

    In the absence of, or in the ellimination or capture of a Battalion HQ the most senior Company HQ will become the 'acting' Battalion HQ. The most senior Company HQ will be 'A' Company, followed by 'B' Company, and so on. An 'acting' Battalion HQ that is not 'Degraded' can command only one company (either its own, or a Company HQ to which it has a reciprocal LoS); or one Platoon HQ that it has reciprocal LoS to; or all those sections that it has a LoC to; or one 'orphan' section or unbuttoned vehicle by reciprocal LoS. The difference between a Battalion HQ and an 'acting' Battalion HQ is, therefore, that an 'acting' Battalion HQ can command only one company at a time, not several. In the absence of a Company HQ, the most senior Platoon HQ can become the 'acting' Battalion HQ, but can command only one Platoon at a time (either its own, or a Platoon HQ to which it has a reciprocal LoS); or one 'orphan' section or unbuttoned vehicle by reciprocal LoS. The most senior Platoon HQ will be No.1 Platoon from 'A' Company, followed by No.1 Platoon from 'B' Company, and so on down to No.2 Platoon from 'A' Company, and so on down to an 'independent' Platoon HQ or a vehicle Platoon HQ.

    In the absence, ellimination or capture of a Company HQ the most senior Platoon HQ in that company will become the 'acting' Company HQ. The most senior Platoon HQ will be No.1 Platoon, followed by No.2 Platoon, and so on, but it can command only one Platoon at a time (either its own by LoC, or a Platoon HQ to which it has a reciprocal LoS); or one 'orphan' section or unbuttoned vehicle by reciprocal LoS. The difference between a Company HQ and an 'acting' Company HQ is, therefore, that an 'acting' Company HQ can command only one Platoon at a time, not several.

    3. HQ units (and this also includes Forward Observation Officers) are always considered to be in command of themselves. i.e. the player can add, amend or cancel orders to the HQ section itself, even if it does not have reciprocal LoS to a superior HQ. In addition, a player can select a target for any HQ, and he can also select a target for any section that an HQ has a red LoC to (although this can only be done if the target is within the LoS of the HQ). This can also be done regardless of whether the HQ has a reciprocal LoS to a higher HQ or not. For all other units, the computer will choose which target a unit will shoot at. This will eliminate the Platoon fire at a single target that players often do, but rather spread the fire more sporadically.

    4. A vehicle (including tanks) that has a unit 'embarked' on it is regarded as an extension of the embarked unit for command and control purposes. i.e. that vehicle can receive commands from the embarked section or team's HQ unit (or the HQ unit itself if it is embarked), so long as the embarked section or team is itself able to receive commands from that HQ unit (and this regardless of whether the vehicle is itself buttoned or unbuttoned).

    5. A vehicle or vehicle HQ unit within reciprocal LoS of a superior HQ unit can only receive commands from that HQ if it is unbuttoned at the start of the orders phase (unless, as above, the command is received via an embarked unit). Otherwise, the only command that a buttoned vehicle can receive from a superior HQ unit within reciprocal LoS is the command to unbutton. A vehicle can, however, receive orders from its own Platoon HQ by LoC whilst buttoned, so long as the vehicle Platoon HQ in question is itself unbuttoned and receiving orders by reciprocal LoS from a superior HQ.

    6. All units can receive orders in the first orders phase of an engagement, regardless of the above restrictions. For reinforcements, the turn that they appear on the map edge is regarded as their first orders phase, and they can therefore receive orders on that turn regardless of the above restrictions. All the units listed below will have mandatory firing arcs, anywhere from 1 to 180 degrees with a minimum range of 20 meters and a max range listed below. These are to be asigned in the first orders phase (or the first orders phase they appear on the map, in the case of reinforcements), and will give for more realistic arcs and firing ranges. They can be amended or changed in subsequent order phases, so long as the the section is in LoC of an HQ unit.

    - Infantry Squads and HQs 250 meters max.

    - HMG & MMG 500 meters max.

    - LMG & BAR 250 meters max.

    - Sharpshooter 500 meters max.

    - Tank Hunter small arms 100 meters max, the armor arc is not mandatory.

    - AT Rifle 500 meters.

    - ALL other units that are HE, Flame, AT capable are exempt from the above rules.

    7. Players have no control over crew members from abandoned or destroyed vehicles or support weapons, the computer will decide their fate. This will help prevent players using them to Spot, Recon, etc. Once the computer has created or designated a section as 'crew' it can no longer receive any orders.

    8. Once a Soft Vehicle has disembarked its passengers, next turn it must not advance any further ( unless its intentions are to pickup passengers that turn ) and must attempt to seek cover (behind house or hill) out of LOS from the enemy. You will have to repeat this process every turn by checking LOS from Soft Vehicle to enemy. Soft vehicles are defined as Jeeps or Trucks w/out ammo. This will prevent players using them to spot or recon the enemy.

    9. No player can voluntarily exit units off the map, other than via a friendly map edge or a designated exit point.

    10. Veteran or better BHQ can give orders to a maximum of 4 CHQs that it has reciprocal LOS to.

    Regular BHQ can give orders to a maximum of 3 CHQs it has reciprocal LOS to.

    Green BHQ can give orders to a maximum of 2 CHQs it has reciprocal LOS to.

    Conscript BHQ can give orders to just 1 CHQ it has reciprocal LOS to.

    Veteran CHQ can give orders to a maximum of 4 PHQs that is has reciprocal LOS to.

    Regular CHQ can give orders to a maximum of 3 PHQ it has reciprocal LOS to.

    Green CHQ can give orders to a maximum of 2 PHQs it has reciprocal LOS to.

    Conscript CHQ can give orders to just 1 PHQ it has reciprocal LOS to

    Authors: Bletchley/JoMc67

    Date: 31st July 2007

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