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Bletchley

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  1. Hi Bulletpoint. That would certainly provide some 'command friction' but only at the lowest (platoon) level, and might be difficult to implement with armoured formations which do not usually have readily identifiable flagged HQ units. The additional element of friction suggested with the 1 minute 30 second delay represents the use of runners between HQ units when other forms of communication fail. The idea of 'inhabiting' a unit during the replay phase reduces the amount of information available to the player (FOW), and forces the player to choose between being in the thick of the action with a limited ability to appreciate and influence the bigger picture - or being further back, lacking that immediate situational awareness but having the abilty to command more subordinate units. The temptation once the shooting starts is to be at the front, where the action is, but this doesn't usually win the battle. I generally 'inhabit' the scout units to begin with and then HQ units further back once the enemy composition and locations have been identified by the scouts.
  2. Hi slippy, There are a couple of house-rules I add when playing against the AI in Quick Battle, to even the odds a bit: 1. A casualty bar to winning - Probe: must have less than 5% DEAD to win Attack: must have less than 7.5% DEAD to win Assault: must have less than 10% DEAD to win Increase time allowed to the maximum 2 hours Forces the player to be much more careful, and more attentive to medical care, to keep those casualties down 2. Command friction: This involves 'inhabiting' a unit during the replay phase (at ground level, locked to unit, can pan around 360, up, down and use zoom if the unit has binoculars). In the subsequent orders phase you can zoom back out to see the whole map, but only subordinate units can recieve orders (double click on the inhabited unit to find the subordinate units). The inhabited unit and subordinate units can only be given a MOVE order if they are in contact with a superior HQ (sight, voice or radio icon). The MOVE order is immediate if that unit has an unbroken chain of command (all dots are green). If one or more dot is red, indicating a break in the chain of command, the unit's move order must iclude a 1 minute 30 seconds delay. At the end of the orders phase select another unit to inhabit (or remain in the current one) for the following replay phase. There is then a tension between increased situational awareness (inhabit a unit close to the action) and command ability (inhabit a unit higher up the command chain, but further back) Bletchley
  3. Apologies, I have just noticed that this is covered in the eLicense FAQ. Please disregard above post. Bletchley
  4. I have come across a problem with the anti-virus software AVG (Version 8) and TOW: AVG flags up lcmmfu.cpl as a trojan when opening TOW. I understand that lcmmfu.cpl is the elicense for TOW, not a trojan, but when I first saw this I consigned lcmmfu.cpl to the virus vault. Although I recovered it from the vault once I had found out that it was a 'false positive' and have added lcmmfu.cpl to the AVG exclusions list I still cannot open TOW - do I need to relicense TOW to get it working again? Bletchley Since posting the above I have now got TOW working again - by deleting CPL from the list of extensions that AVG Resident Shield scans. A temporary workaround, but I guess it leaves me somewhat vulnerable to real threats that might have the .cpl extension. I posted this here instead of contacting support, as AVG is a popular anti-virus tool and many others may have the same problem sooner or later
  5. Yes indeed - and using this system you could still do that. But the risk is that whilst leading one of his Platoons the Company commander would be out of touch with his other platoons (unless they are all grouped very close together), and perhaps more importantly out of touch with his Battalion HQ. In exceptional cases a Battalion or a Company commander will want to lead from the front, to inspire his men at a 'tipping' moment or in a make-or-break assault on a key objective. But I would argue that this is atypical behaviour, a memorable exception to the rule, and that for most of the time the most important task of the Company commander in battle is to maintain contact with his Battalion HQ to be able to better command and coordinate the actions of his Platoon commanders, and that the Battalion commander's main task is to do the same for his companies. This system adds that extra dimension of command and control to CM. Bletchley
  6. Earl Grey Yes, most AFVs would have radio contact with their Platoon HQ but, I think, they were unlikely to be patched in to the infantry radio net at individual vehicle/Platoon level. Once buttoned up they were (are) notoriously difficult to communicate with, and armour/infantry cooperation is fraught with difficulty. Using this sytem a buttoned up vehicle can be communicated with - by its own HQ vehicle (if it has one), or by an infantry HQ section that can request that they unbutton (if the AFV is in Line of Sight), or either embark on the AFV itself or embark a subordinate section on the AFV. Jason C Thank you for taking an interest If you are happy with the current CM C&C sytem, then indeed there is no need to look any further. We felt that, although it works well at the Platoon level, the Company and Battalion HQ sections do not function as CHQs or BHQs should, that their role should be a coordinating one not as a "super" Platoon HQ. But if you disagree, then of course you can disregard this sytem - we have never suggested that it should be written into the game's software - it is indeed restrictive, it adds an extra layer of difficulty (in my opinion, a good thing as the AI is not difficult to beat), and it will probably appeal to only a minority that play the game. To those who want to try it, I would suggest you use just the "Basic" system first, and then add those "Optional Refinements" that you wish to use once you are happy with the basic concept. You do not have to use all (or any) of the these Optional Refinements. We would appreciate feedback from anyone who has used it, and in particular any suggestions of how it can be altered/improved. Bletchley
  7. Thanks JA! The amount of 'freedom' that any HQ has with this C&C system will depend upon your ability to keep the chain of command intact. This may at first sound contradictory, but I do not think of the chain of command as just a one-way process of a Battalion HQ passing down an order to a Company HQ, that in turn passes down the order to Platoon HQs. In reality, these lower formations are also passing information up to the higher HQs, so that they can form a 'big picture' on the developing situation, and the higher HQs are then passing information as well as orders down the chain. In order to have this freedom to make an informed decision, the CHQ would need to have some kind of access to this 'big picture'. I think that a CHQ that has become cut-off or is isolated will soon lose touch with what is happening on the flanks or in the rear, and it will not therefore be able to request support, know when other objectives have been met or abandoned in the light of success or failure elsewhere, and is more likely to respond conservatively in the face of stiff opposition. This is handled abstractly by using the Line of Sight tool, as this forces the player to maintain some coherence in the deployment of units, and to keep HQs in contact (it does not mean that they are all frantically waving to one another). I hope this makes sense Bletchley
  8. OK, done that Have replied to your email, also, with C&C options for your first move (2 emails, as I overlooked a couple of details in my first email). Bletchley
  9. Apologies for cross-posting, but this might be of interest: full details from the thread of the same name on the CMAK forum. This is a 'work around' that I 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 or triple the amount of time for these.The effect of using this 'work around' is to force the player to keep Platoon and Company formations together, within 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 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 in a chain that will extend from a Battalion HQ to a Company HQ (by Line of Sight LoS); from a Company HQ to a Platoon HQ (by LoS); and from a Platoon HQ to its individual Sections and teams (by Lines of Control LoC). Sections that are unable to trace an unbroken chain of command by LoC or LoS at the start of the 'orders' phase cannot be given any new orders, or have existing orders amended or cancelled. A Battalion HQ can command as many Company HQs as it has LoS to; or one Platoon HQ that it has LoS to; or all those sections that it has a LoC to; or one section that it has LoS to. A Company HQ can command as many of its own company Platoon HQs as it has a LoS to; or one non-subordinate Platoon HQ that it has 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 section that it has LoS to. A Platoon HQ can command all those sections that it has a LoC to; or one section that it has LoS to. 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' or 'Alerted', whilst a 'Degraded' HQ unit is one that is 'Catious', 'Shaken' or 'Pinned', is 'hiding', or is moving by foot (vehicle HQ units and embarked units are not degraded by movement), and a 'Non-functional' HQ unit is one that is 'Panicked', 'Broken' or 'Routed'. An HQ unit that is 'Degraded' at the beginning of the orders phase 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). 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 LoS); or one Platoon HQ that it has LoS to; or all those sections that it has a LoC to; or one section that it has LoS to. 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 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 and then 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, or a Platoon HQ to which it has a 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 for movement purpose only, 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 LoS to a superior HQ. Also, 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). 4. A vehicle or vehicle HQ unit within 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 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 LoS from a superior HQ. 5. All units can be receive orders in the first orders phase of an engagement, regardless of the above restrictions. Feedback, and sugestions for improvement welcome [smile] Bletchley
  10. Apologies for cross-posting, but this might be of interest: full details from the thread of the same name on the CMAK forum. This is a 'work around' that I 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 or triple the amount of time for these.The effect of using this 'work around' is to force the player to keep Platoon and Company formations together, within 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 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 in a chain that will extend from a Battalion HQ to a Company HQ (by Line of Sight LoS); from a Company HQ to a Platoon HQ (by LoS); and from a Platoon HQ to its individual Sections and teams (by Lines of Control LoC). Sections that are unable to trace an unbroken chain of command by LoC or LoS at the start of the 'orders' phase cannot be given any new orders, or have existing orders amended or cancelled. A Battalion HQ can command as many Company HQs as it has LoS to; or one Platoon HQ that it has LoS to; or all those sections that it has a LoC to; or one section that it has LoS to. A Company HQ can command as many of its own company Platoon HQs as it has a LoS to; or one non-subordinate Platoon HQ that it has 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 section that it has LoS to. A Platoon HQ can command all those sections that it has a LoC to; or one section that it has LoS to. 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' or 'Alerted', whilst a 'Degraded' HQ unit is one that is 'Catious', 'Shaken' or 'Pinned', is 'hiding', or is moving by foot (vehicle HQ units and embarked units are not degraded by movement), and a 'Non-functional' HQ unit is one that is 'Panicked', 'Broken' or 'Routed'. An HQ unit that is 'Degraded' at the beginning of the orders phase 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). 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 LoS); or one Platoon HQ that it has LoS to; or all those sections that it has a LoC to; or one section that it has LoS to. 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 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 and then 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, or a Platoon HQ to which it has a 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 for movement purpose only, 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 LoS to a superior HQ. Also, 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). 4. A vehicle or vehicle HQ unit within 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 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 LoS from a superior HQ. 5. All units can be receive orders in the first orders phase of an engagement, regardless of the above restrictions. Feedback, and sugestions for improvement welcome [smile] Bletchley
  11. That is fine by me: you can get my email via my profile (clicking on 'Bletchley') There is no harm in trying both systems, and then picking the one that works best for you - or working out a combination of the two - the LoS tool displays the distance. Bletchley
  12. Thanks for that information Joe, I hadn't seen that WWII Miniatures Rules Set but the principles behind it seem very similar to my idea - just a bit more complicated, with the need to measure distances and differentiate between the types of communication being used. I had not envisaged my C&C system being used for PBM play, but two players could use it so long as they both agreed on a common interpretation and application of the system, and trusted each other to enforce it. I would be happy to act as referee in a small PBM game, also, to give a 'tutorial' on it, if you think that this would help. Otherwise, the best way to test it in SP would probably be with a small meeting engagement of about 500 points, using the Quick Battle option. This usually gives you enough units for a viable Company, or even a reinforced Company strength force. Once you get the basic principle sorted out, you can then go on to add the refinements from my list, or of your own choosing. Bletchley
  13. Earl Grey, yes, but it is more dynamic than that. Think of yourself as the next HQ up the chain of command from the highest ranking HQ that is on the map (you yourself being off-map). If you have a Battalion HQ on the map you would be the next higher (Regiment, Brigade, Division?). So long as the Battalion HQ is OK, then a chain of command between yourself and the Battalion HQ is intact (i.e. no LoS required). The chain of command between the Battalion HQ and Company HQs is by LoS, and it remains intact so long as the LoS is there at the start of the orders phase. The chain of command from Company HQs to Platoon HQs is also, similarly, by LoS but it is then by CMs lines of command between Platoon HQ and its Sections (or alternately by LoS to one Section only). In order to give, cancel or amend an order to a Section in the orders phase of any turn you have to trace an intact chain of command up to yourself (off-map) via Platoon-Company-Battalion HQ units. If you cannot, if the chain is disrupted at any point, then you don't. Subordinate units below the break will just carry on with the most recent set of movement/fire orders you gave them until you can repair the disrupted link in the chain and receive information/pass on new orders or cancel/amend the ones they have. Simple. You don't have to keep notes, unless you feel that this would be a good way to refine the system. But after much testing and tinkering I have found that it is best to keep it as simple as possible, as otherwise you can very easily get muddled or the whole thing can become far too intricate and ponderous to be enjoyable when there are a large number of units involved. You can give all your units a set of orders in the very first orders phase, regardless of the chain of command, if you use Refinement no.5, and they will of course carry on with these until they run in to opposition. Think of this as your initial battle plan. Depending on the opposition/quality of troops involved and your initial orders your units, when fired upon or when they spot enemy units, will either try to continue following the orders or stop and 'ask' for more. If your chain of command is intact at this point, then you can amend their orders depending on the situation. If they are temporarily 'out of command' they will sit tight or just do their own thing (seek cover, fire, run away, etc.) until you can re-establish the chain of command to them. Their actions are generally going to be conservative (either carry on with the current orders, or if the opposition is significant then go to ground and fire back or withdraw to cover). You might feel that this does not give enough autonomy/initiative to the Platoon or Company HQs. I did re-introduce some limited autonomy for them in Refinement no.3, but I found it best in practice to think of these HQ units as just the (important) links in a chain of command. Your priority, as commander, is to keep this chain intact so that you can respond both rapidly and effectively. In this sense you are both the off-map commander and the subordinate HQ units, and they can only respond effectively when they are themselves in touch with the 'big picture', and are receiving information on what is happening outside their limited field of view. I hope this makes sense Bletchley
  14. Joe, yes your system seems very similar But using the LoS tool means that you do not have to measure the distances, so you can see very quickly if two HQ units are in contact, and it works out such that in 'open' terrain you have more control over what is going on (and less delay in getting the commands through) than in 'closed' terrain or in conditions of poor visibility. Earl Grey, yes but the AI has its own restrictions - it can be rather dumb, to put it mildly. These command and control restrictions can balance the game a little. So long as you maintain a chain of command it does not take a great deal longer, in most circumstances, to get units moving - but you have to get used to giving them commands that will last for several turns, and micromanage them less than you might be used to, to make best progress. Maintaining the balance between having the Company/Battalion units forward enough to keep their Platoon/Company HQs in sight, but back far enough to avoid being elliminated or degraded by combat is tricky at first, and needs a careful eye for terrain, but becomes second nature after a bit. These higher level HQ units are often best kept in cover, but with good lines of sight over the battlefield (e.g. a wood or building on top of a hill). I usually assign heavy weapons such as mortars and artillery FOO to their control also, for much the same reason. Bletchley
  15. Yes Earl Grey, time can be a problem at first - particularly in close country, fog, or night engagements - but with practice I have become fairly adept at keeping the chain of command intact, and if you can do this then it is less of a problem. The best way to practice, before trying a scenario, is to start with a small quick-battle meeting engagement of about 500 points and see how you get on. Until you get used to it a larger engagement might seem tedious, although in any one order phase you will find that you are usually in a position to give or change orders to only some units, not to all of them as before, and this does reduce the time it takes (or it at least balances out the extra time needed to check the LoS between HQ units). The main idea is simple, and it is applied consistently, so with a little practice it should soon become second nature. Once you have the hang of that then you can add extra elements from the 'optional refinements', or tweak it to your own taste. Bletchley
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