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JoMac

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  1. 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

  2. Earl,

    We can do a Test-PBEM, Company size, Meeting Engagment, using Bletchley and his C&C rules.

    Atleast he put alot of time and thought on a system while mine just comes from a Rules Set.

    We would send PBEMs to each other and to Bletchley on a turn by turn basis so he can Tutor us.

    Email me at irishwop67@aol.com or post reply below if intereted and I will setup the game.

    If not I will still setup a game for myself against the AI and have him Tutor me.

    Joe

  3. Bletchley,

    Yes, this system would work well if you know your opponent good eneogh to trust he would follow the interpretation and application of the system.

    I will email you a file for a 500 point, Meeting, against the AI first so you can tutor me on a turn by turn basis. This way I will have a better understanding of what I can and cannot do.

    Hopefully more people will respond to this Command & Control thread as I find it one of the more interesting aspects of CM.

    [ July 02, 2007, 06:40 AM: Message edited by: JoMc67 ]

  4. Earl,

    Unfortunatly you are right, it would be difficult to simulate actual Real-Time as opposed to Game-Time.

    Most scenarios would end before you even receive a new order and act upon it.

    This system might work best if played at Company level for a few games first before trying it out at Battalion.

    If interested maybe Bletchley can setup a Company size Meeting Engagement between me and Earl to test the mechanics out.

    Basically you will act as overall commander for both sides. We both would send you our file each turn so you can take a look and see what units are in and out of C&C and what options are available for each player.

    [ July 01, 2007, 08:11 PM: Message edited by: JoMc67 ]

  5. I think CM should have Moded the bigger guns better when it comes to Knocking out Armored Vehicles it cant penetrate.

    I remember back in my WW2 Miniatures gaming days ( which I still have an interest ) with one set of rules called Tractics. If for some reason the big guns did not penetrate there was still the blast factor that KOed a tank. There would be anywhere from a 25% to 75% chance of killing the tank because the front armor would buckle or crack, suspension damage, a crew casualty with the rest of crew dazzed.

    This is a rough idea of what I remembered:

    the M4 105 Sherman that did not penetrate would still have a 25% chance KO of Heavy Vehicle and a 50% chance of crew casualty and becoming dazzed for couple minutess with no further action until recovered.

    If a SU 122 did not penetrate there was a 50% chance KO of Heavy Vehicle and 50% chance of a crew casualty and crew becoming dazzed for few minutes.

    If a SU 152 did not penetrate there was a 75% chance of KO with automatic Crew casualty and crew being dazzed for a few minutes.

    [ July 01, 2007, 07:08 PM: Message edited by: JoMc67 ]

  6. Here is the WWII Miniatures Rules set called

    " Combined Arms " each unit represents a squad, weapons section, Individual Vehicle or Gun, each turn represents 2 minutes. Here is what the Command and Control section reads.

    COMMAND:

    All units must remain, or attempt to remain within command distance of their HQs e.g. Platoon, Company, battalion. This varies with the communications equipment with which the unit is equipped. The table below shows these distances based on unit type.

    ------------------- UNIT TYPE --------------------

    -Within Infantry Platoon or Cavalry troops Command distance 50 meters.

    -Within non-radio equipped AFV Platoon 100 meters.

    -Within radio equipped AFV Platoon 200 meters.

    -Within non-radio equipped Infantry Company 300 meters.

    -Within radio equipped Infantry Company 500 meters.

    -Within non-radio equipped AFV Company 500 meters.

    -Within radio equipped AFV Company 1000 meters.

    -Within Infantry Battalion 1000 meters.

    -Within AFV Battalion 2000 meters.

    --------------------------------------------------

    COMMUNICATIONS:

    Communications within a Platoon, Company, Battalion is automatic if the elements are within the distances shown above.

    ( 1 ) RADIO:

    A radio equipped unit may speak to all its subordinate elements, all elements of actual status on the same radio net and its immediate superior if within the Command radius. Manpack sets must remain stationary to communicate, vehicles may do so on the move.

    ( 2 ) FIELD TELEPHONES:

    Troops who are in static positions may use field telephones. These operate as radios except there is a 10% chance that the wire has been cut, dice each time the phone is used.

    ( 3 ) OTHER SIGNALS:

    There are two types, Flares and Audible. Flag signals are presumed to be seen and understood if within the command distance. Flares may be seen at 5000 meters in Clear conditions, 1000 meters in Rain, 500 meters in Mist. Flares will not be seen in Fog. Noise signals will be heard 500 meters if quit, at 250 meters if light small arms, 100 meters if in full scale battle conditions.

    All Flare and Noise signals require definition in orders and will have a 50% of understanding if only one is used and automatically understood if one of each is used.

    ORDERS:

    All units must have orders telling them what they are required to do and must normally contain movement instructions with action to be taken when the eneny is encountered , e.g. " A company will advance and take the village to the front".

    All units operating indepedently require orders as do all Companies strengh units. Companies may show some initiative with their orders, smaller units may not.

    -------------------- END -------------------------

    These Rules can be used in Tandom with Bletchley and his Command and Control system or as a stand along. Some of these rules can also be left out and assumed to be in use.

    I remember trying to work out some type of Command and Control Rule system for CM ever since back in the CMBO days but never really persude it any farther. Now that Bletchley came up with his version it has again sparked that interest.

    Joe

    [ July 02, 2007, 09:24 AM: Message edited by: JoMc67 ]

  7. Bletchley,

    I was thinking of working on a similar perhaps easier Command & Control Rule set to use for CM.

    Back in my WWII Miniature Wargaming days ( which I still have an interest ) there were many rule sets that had there own Command & Control variations.

    A couple rule sets come to mind, one called Combined Arms and the other Wargame Rules 1925 to 1950s that would work well with CM.

    Basically your BHQ has ( cant remember off hand until I look at the Rules ) a 1000 or 2000 meter radius to all it sub CHQs. CHQ has a 500 or 1000 meter radius to all its sub PHQ. PHQ has a 100 meter range to its squads and support units. If Your Command is within that range you can issue new orders with a certain amount of delay before the units can act upon them.

    If you are outside that range your higher HQ would have to send a runner to the lower HQ to issue the order. That may double or more the time delay for which a unit may react on those orders.

    So lets say your BHQ issues orders to one of its CHQ, then that CHQ issues orders to one of its PHQ, That PHQ issues orders to all its Squads and attached units. Total time from Battalion to the squad finally acting upon the order may be up to an hour.

    Ofcourse you can use some of your Optional Rules in Tandem to make it that more interesting.

    Joe

    [ June 30, 2007, 06:34 PM: Message edited by: JoMc67 ]

  8. Here are some problems you may be having that I can think of at the moment.

    If you had CMAK v1.01 and installed v1.03 you still need the CD in the tray to play.

    He may have v1.01 and didnt download and install v1.03 in the CMAK folder.

    He might also be using another puter and didnt download and intall v1.03 again.

    Its also possible he accidentally put CMBB or CMBO in the CD tray and not CMAK, that will also give the message "opponent is using a different version".

    Hope this helps.

    Joe

    [ May 13, 2007, 02:02 PM: Message edited by: JoMc67 ]

  9. HardRock,

    Never heard of those rules, but have about a dozen or so that I carefully selected over the years. Yes, I remember all too well those line of sight arguements, lol. Figure I have about 10 good yrs left of TableTop Miniature and Computer gaming before I leave the scene all together.

  10. Hello HardRock,

    I remember when first got into playing WWII miniatures, it was back in the late 70s and early 80s playing HO ROCO Tanks & Figs with a set of rules called Tractics by Gary Gygax.

    Later I got into GHQ & C&C 1/285 scale WWII Mirco-Armour, still have a fair collection.

    Joe

  11. I would like to see the game automatically pause every minute so you can issue squad level orders just like in CM. If you have no orders that turn just click continue play.

    Platoon HQ issues an order to its Squads - Squad Leader issues the order to his men, total time can be anywhere from 1 to 5 minutes depending on Command distance, troop quality & moral, current battlefield conditions, etc, for the order to finally take affect.

    If only the Squad leader issues an order then about 1 minute delay before all his men recieves and acts on the order.

    [ December 12, 2006, 09:26 PM: Message edited by: JoMc67 ]

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