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Oliver_88

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  1. Upvote
    Oliver_88 got a reaction from HerrTom in how do I take a screen shot?   
    Ah actually that is one thing, mine does not crash the game, but I get terrible mouse lag on the overlay when using it on combat mission, but taking screenshots and videos works alright and I can just open the overlay once I close combat mission and then save/edit/upload whatever I want.
  2. Like
    Oliver_88 got a reaction from Bulletpoint in Little glitches/observations/suggestions   
    Noticed some graphical strange-ness on some units that appear to be uv mapping errors with the model. As though one side of the model does not have an region on the textures so the texture from the other sides gets stretched across it. But I imagine they have been seen before as are not that un-obvious. Should I post them in any case, not seeing any obvious posts referencing them during an quick search?
  3. Like
    Oliver_88 reacted to rocketman in Happy New Year's Day! 2018 look ahead   
    I know one pack I would buy for sure for BN, that is a "Commando/Special Forces Pack" - pretty please 
  4. Like
    Oliver_88 reacted to Josey Wales in The Relationship between Soft Factors, Morale & Fatigue   
    The Relationship between Soft Factors, Morale & Fatigue 
     
    Preface
    Hi all, I'm pretty new to the BFC forums but I've been milling about over at the FGM for a little over a year. I recently created the below post and it received a lot of positive feedback to the point that it has now become one of the sitcky threads over there.
    I have been prompted to post the thread here and after a conversation I had in another thread on this forum, I thought that by placing it here, then non-FGM members can have a read through without me having to copy and paste snippets from the original post at the FGM.

    Introduction

    Whether selecting unit attributes in a quick battle or whether in game wondering if you should use your +1 Leadership squad or +2 Motivation squad to assault a farmhouse. it can be difficult to make an informed decision due to the fact that there is not a lot of information in the manual which explains how the attributes of Experience, Leadership, Motivation and Fitness (hereby collectively known as the 'Soft Factors') affect certain game concepts such as Morale, Suppression, Firepower and Fatigue.

    The forums can be slightly misleading as some posts describe exactly how something works whilst others are more how people feel something is working and it can be difficult to separate the wheat from the chaff.

    The information below is based on a painstaking process using the editor to separate out the impact of different factors by isolating them and testing them under different conditions. By isolating and testing these factors, the mechanics behind the concepts of Morale, Suppression, Accuracy, C2 and Fatigue start to reveal themselves and after several red herrings, dead ends and lots of repetition the information below has been teased out from the game.
    2 videos accompany this post to explain some of the findings, however all of the findings can be backed up by video evidence.

    The editor used was the one for Fortress Italy v2.00 Engine 4.0.

    SPOILER ALERT - if you prefer the murkiness of not knowing how the Soft Factors affect gameplay then please stop reading.

    Having said that the following information does not quantify the game concepts affected by the soft factors but instead generalises as what is likely to happen within a certain concept under certain conditions to units with high and low values for the soft factors.


    Morale

    Before being able to explain the characteristics of the 'Soft Factors', it is imperative to understand how Morale works in the game.

    Morale reflects the psychological state of a unit and determines its ability to respond to orders and fight.

    Morale states from highest to lowest are;
     
    Ok > Cautious > Nervous > Rattled > (Shaken) > (Panic) > Broken
    States shown in brackets () are temporary states.

    The states Ok through to Nervous are simple gradations and a Nervous unit will not behave differently from an Ok one.

    Rattled troops which become Pinned (or highly suppressed) will dash for safety, even if they are stationary when they become Pinned (or highly suppressed).

    Shaken troops will cower in their current position in the hope that the pressure will ease. They will not respond to orders or fire their weapons.

    Note: Shaken troops observed running for cover have been Pinned (or highly suppressed) in the Rattled state prior to becoming Shaken.

    Panicked troops will try and run away from the perceived threat to save their own hides. They will not respond to orders or fire their weapons.

    Shaken and Panicked states are temporary and will eventually revert back to one of the other persistent states depending on the situation and the Experience, Leadership and Motivation of the unit.

    Broken troops will respond to orders but are 'Brittle' and will quickly become Shaken or Panicked if fired upon. Broken troops will remain Brittle for the remainder of the battle irrespective of their Experience, Leadership, Motivation and Fitness.

    Morale is affected by 2 conditions of the battlefield and each of these conditions impact on Morale in different ways.
     
    1. Combat Stress

    Combat Stress has a persistent impact on Morale and is caused by casualty build up.

    Casualties sustained reduce the Morale of the unit for the remainder of the game and is therefore known as a persistent effect.

    Morale affected in this way cannot be regained (except under one specific condition - see Leadership). The impact of Combat Stress depends on the number of casualties sustained over time and the Experience, Leadership and Motivation of the unit.

    Not only does taking casualties effect the Morale of the unit directly impacted, other units organisationally closely connected are also affected in the same way but to a lesser extent. The persistent Morale effect of casualty build up only effects other units via organisational connection regardless of geographical proximity.

    Example 1 - 1st and 2nd Sqd of 1st Plt are separated by 500m. As 1st squad sustains casualties and suffers a persistent Morale impact, 2nd Sqd will also suffer a persistent Morale impact even though it is 500m away and has no LOS to 1st Sqd.

    Example 2 - 1st Sqd of 1st Plt is within 10m of 3rdSqd of 2nd Plt. 3rd Sqd of 2nd Plt receives incoming fire and half of the unit is wiped out and the Sqd is instantly Shaken. 1st Sqd of 1st Plt receives no impact to their persistent Morale state due to the fact that they are in a different Platoon. 2nd Plt would have to take far more casualties before any of 1st Plt become affected.

    The way that Combat Stress is distributed to other units is vertical between different platoons and companies although it is horizontal between units of the same platoon.


    2. Combat Shock

    Combat Shock has a temporary impact on Morale and is caused by suppression.          Suppression has a temporary impact on Morale and the affect is removed once the suppression is lifted.

             The duration the unit remains suppressed for depends on the amount of incoming Firepower, the immediate casualties sustained, Experience & Leadership of the unit.

             The temporary impact on Morale of being suppressed depends on the amount of incoming Firepower, the immediate casualties sustained and the Experience, Leadership & Motivation of the unit.


    Suppression Indicator

    The Suppression Indicator is not merely a measure of incoming fire, more accurately it represents the units perception as to how much danger it is in based on the incoming Firepower, the immediate casualties sustained, and the Experience, Leadership & Motivation of the unit.

    Inexperienced, poorly led and unmotivated units suffer the greatest Morale impact from being suppressed whilst inexperienced and poorly led units can remain suppressed for sometime after the last shot was fired in their direction.
     
    Pinned

    If the Suppression Indicator becomes full the unit becomes Pinned. Stationary Pinned (or highly suppressed) troops will return fire but will not respond to movement orders until the suppression has reduced.

    Troops which become Pinned (or highly suppressed) whilst moving to a waypoint will attempt to dash for cover. If no cover is nearby, they will hit the deck.

    Rattled troops which become Pinned (or highly suppressed) will dash for safety, even if they are stationary when they become Pinned.

    Experienced and well led troops recover from being Pinned quicker than inexperienced or poorly led troops.
      C2 - Command & Control

    C2, or Command and Control, reflects the effect of having a unit being able to receive orders from and deliver information to its HQ team.

    Being within a C2 link does not provide resistance to the persistent impact on Morale caused by Combat Stress.

    Being within a close C2 link (Close Visual/Voice) does provide resistance to the impact on Morale caused by Combat Shock - troops within C2 range of their HQ unit are less affected by the temporary impact of suppression upon Morale as they are less stressed by being shot at and the immediate impact of seeing team/squadmates killed & wounded is reduced.

    More experienced units pass on information to their buddies and superiors quicker than less experienced units. This includes verbal, visual and radio communications.

    The range of visual and audio C2 is fixed for all Soft Factors, Morale and Fatigue states but will vary by terrain. In open ground;
    : Voice range < 50m (unless the HQ is hiding in which case voice range drops to <25m)
    : Close visual range <100m

      Experience

    Experience reflects the amount of training and combat experience the unit has.

    Experience levels from least experience/training to most experience are;
     
    Conscript > Green > Regular > Veteran > Crack > Elite
    Experience has 6 characteristics which impact on the unit;
     
    1. Spotting - troops with higher experience are able to spot enemy contacts sooner than less experienced troops.

    2. Firepower - higher experienced troops will engage at longer ranges and have greater accuracy than less experienced troops. They therefore tend to cause more casualties to the enemy than their less experienced counterparts during a firefight.

    3. Resistance to Combat Stress - more experienced troops are less affected by the psychological impact of losing team/squadmates.

    This characteristic is cumulative with Leadership and Motivation. 

    4. Resistance to Combat Shock - experienced troops are less affected by the temporary impact of suppression upon Morale. They are more used to being shot at and better desensitised to the immediate impact of seeing team/squadmates killed & wounded than less experienced troops.

    This characteristic is cumulative with Leadership and Motivation. 

    5. Suppression Recovery - experienced troops recover quicker from being suppressed (including being Pinned), they realise when the incoming fire has shifted away from them sooner than less experienced troops do.

    This characteristic is cumulative with Leadership.

    6. More experienced units pass on information to their buddies and superiors quicker than less experienced units. This includes verbal, visual and radio communications.

    Leadership

    Leadership reflects the quality of NCO's or other team leaders in the team or squad to organise and support the troops. Leaders can be of varying quality.

    Leadership is shown as a simple modifier ranging from;
     
    -2 > -1 > 0 > +1 > +2 Note: A Leadership modifier only applies to the unit with the Modifier (like all other modifiers). In other words it does not filter down to sub-ordinate units (see HQ Leadership Modifier Example).

    Leadership has 3 characteristics which effect unit behaviour under duress;
     
    1. Resistance to Combat Stress - better led troops are less affected by the psychological impact of losing team/squadmates.

    This characteristic is cumulative with Experience and Motivation.

    2. Resistance to Combat Shock - well led troops are less affected by the temporary impact of suppression upon Morale. The NCO's are better at encouraging the troops under fire and getting them to remember their training when faced with the immediate impact of seeing team/squadmates killed & wounded.

    This characteristic is cumulative with Experience and Motivation.

    3. Suppression Recovery - well led troops recover quicker from being suppressed (including being Pinned), they realise when the incoming fire has shifted away from them sooner than poorly led troops do.

    This characteristic is cumulative with Experience.  Unlike the characteristics denoted by Experience, if the Leader of a team or squad is incapacitated, the Leadership value of the unit will change to that of the next most senior member who steps up as the Leader. This value can go up as well as down, for example, a unit with a +1 Leader incapacitated and replaced by a -1 Leader will suffer a hit on Morale which may be enough to cause a persistent drop in the unit's Morale state. Similarly however, if a -2 Leader is incapacitated and replaced with a 0 Leader, the unit will receive a boost in Morale which may be enough to cause a persistent increase in the unit's Morale state.

    Note: In Engine v4.0 manual page 68 it states that a Leadership bonus will help "direct fire to be more effective". However, this has not been possible to reproduce using various tests. Whereas the difference in accuracy between Crack units and Green units is repeatable and obvious, the effect of Leadership on accuracy is not apparent.

      HQ Leadership Modifier Example

    Reading some posts, there is a lot of confusion over how this Modifier works with HQ units. So I will clarify it here.

    The Leadership (Ldrshp) modifier for all units (from Btn Hqs through to Plt Hqs down to squads and teams) only effects the unit that the modifier is for, in the same way that a -2 Fitness modifier only effects the fitness of the unit that the modifier is for.

    In fact, it helps to think of the Leadership modifier in the same was as the Fitness modifier. An unfit Plt HQ does not make all of the squads in that platoon unfit aswell.

    So a squad with a -1 Ldrshp modifier is not offset by the +1 Ldrshp modifier of its Plt HQ. The squad will still suffer the penalties of having -1 Ldrshp.

    So how does having a Plt HQ with a poor leader affect the performance of the Platoon?

    This is best illustrated with an example;
      Lt Bike is the Plt Leader of 1st Plt. He has a Leadership modifier of -2. All 3 of the squads in 1st Plt are Regulars with average ability NCO's so no Ldrshp modifiers for the squads. For reference 1st Plt HQ is also Regular.

    1st Plt are on a patrol and 1st Squad makes contact with an enemy force. After a couple of minutes, the casualties from 1st Sqd begin to mount. Not only does this have a persistent Morale affect on 1st Sqd, it also has a persistent Morale affect on the other 2 Squads and the Plt HQ because of their close organisational link.

    However, because the Plt HQ has Lt Bike with his -2 Ldrshp modifier, it suffers a greater impact on Morale than 2nd or 3rd Sqd does from the build up of 1st Sqds casualties.

    After another minute of combat, the persistent morale states of the Platoon are;
      Plt HQ - Rattled
    1st Squad - Rattled
    2nd Squad - Nervous
    3rd Squad - Nervous As the combatants manoeuvre for position, the Plt HQ comes under fire. As the HQ team is already Rattled, it doesn't take much suppression to drop their Morale state temporarily into Shaken.

    Now that the HQ unit is Shaken, the C2 link between the HQ and the 3 squads is cut. This makes the squads more vulnerable to the Morale effects of suppression (see C2 - Command & Control).

    As 1st Squad is already under suppressive fire, its Morale state instanteously drops from Rattled to Shaken because of the loss of the C2 link (see C2 - Command & Control).

    The HQ will take longer to recover from the supression than it normally would for a Regular unit because of its -2 Ldrshp modifier, meaning that as a consequence, the C2 link is broken for longer.

    So we now have the following situation after 5 minutes;
      Plt HQ - Shaken
    1st Squad - Shaken
    2nd Squad - Nervous
    3rd Squad - Nervous If we rewind the clock and give Lt Bike +2 Ldrshp modifier, then re-run under exactly the same circumstances the situation would have been after 5 minutes;
      Plt HQ - Nervous
    1st Squad - Rattled
    2nd Squad - Nervous
    3rd Squad - Nervous This is because the Plt HQ would not have been so affected by the casualty build up of 1st Sqd so that when the HQ came under some suppressive fire, it was still in a high enough Morale state not to become Shaken by it and therefore the C2 link between the HQ and the Squads and the benefits it brings (see C2 - Command & Control) would still be intact.



    Motivation

    Motivation reflects the units dedication to the cause and their willingness to sacrifice themselves for their squad mates and commanders.

    Motivation from best to worst ranges as;
     
    Poor > Low > Normal > High > Extreme > Fanatic Motivation has 3 characteristics which effect unit behaviour under duress;
     
    1. Resistance to Combat Stress - better motivated troops are less affected by the psychological impact of losing team/squadmates.

    This characteristic is cumulative with Experience and Leadership.

    2. Resistance to Combat Shock - highly motivated troops are less affected by the temporary impact of suppression upon Morale. They are less psychologically affected by being shot at and better desensitised to the immediate impact of seeing team/squadmates killed & wounded than their less motivated counterparts.

    This characteristic is cumulative with Experience and Leadership.

    3. Resistance to Panic and Breaking - highly motivated troops can be Shaken but are less likely to Panic and try to run from the fight to save themselves. They are also more likely to recover to a positive morale state after being Shaken than less motivated troops and are less likely to become Broken and Brittle.

    Fanatic units will not surrender.
    Fatigue

    Fatigue is the physical effect of running around and using up energy.

    Fatigue states best to worst are;
     
    Rested > Ready > Tiring > Tired > Fatigued > Exhausted
    Tired troops cannot Fast Move.

    Fatigued troops cannot Fast, Assault or Hunt Move.

    Exhausted troops cannot Fast, Assault, Hunt or Quick Move.

    More tired troops do not move slower than less tired troops moving at the same movement command, ie Unfit troops moving at Fast Move, cover distance at the same rate as Fit troops moving at Fast Move, they just won't be able to keep up that pace for as long.

    Keeping troops stationary recovers their fatigue relatively quickly. Hiding troops has no additional benefit.

    Troops will recover fatigue whilst at the Move but it is at a slower rate.

    Experience, Leadership and Motivation do not effect Fatigue states or recovery times.

    Fatigue has no effect on Morale either from Combat Stress or Combat Shock.

    Fatigue has no effect on accuracy nor the range at which targets are engaged at.


    Fitness

    Fitness represents a units physical resistance to Fatigue.

    Fitness states from best to worst are;
     
    Fit > Weakened > Unfit  
    Fitness has 3 characteristics which effect unit behaviour under physical exertion;

    1. Fitter troops tire less quickly from Fast Move (sprinting), Slow Move (crawling) and Quick Move (jogging).

    2. Fitter troops recover from tired states sooner than less fit troops.

    3. Weakened and Unfit troops recover fatigue on the Move extremely slowly.  
    Closing

    All of the conclusions made above have been arrived at through thorough isolation and testing procedures which can be backed up by video evidence.

    There is more stuff in the CMx2 engine to dig up than what has been uncovered here but for now I'm unable to go further into this rabbit hole.

    Hopefully the information presented here clears up some of the historical confusions that have been around on the various forums. It may also affect the way in which unit purchases are thought about, and hopefully it allows players to make better informed tactical decisions and enhance the way their game is played.

    Josey Wales updated 24/09/17
  5. Like
    Oliver_88 reacted to MOS:96B2P in C2 & Information Sharing (REDUX)   
    The screenshots in the original C2 and Information Sharing topic were destroyed by Photobucket. As a result a REDUX C2 and Information Sharing topic was created with new screenshots. Some mods that will show up most often in the screenshots are, user interface (UI) and floating icons:  
    Floating Icons – Cat Tactical Icons CMFI
    User Interface – Juju’s TweakedUI CMFI V5
    Some interesting topics have been started about how information moves through the C2 chain both vertically (up & down the chain of command) and horizontally (directly from one team to another team).  As a result I did some experimenting with C2 & information sharing.  Below are the results with screenshots from the experiment.  If anyone can offer a correction or additional information please do. 
    Additional useful information and supplemental C2 rules:   
    4.0 Engine Manual page 66 Command & Control.
    @Bil Hardenberger Command Friction 2.0 -  http://community.battlefront.com/topic/125172-command-friction-20/
    @Peregrine Command Layers - http://community.battlefront.com/topic/110861-command-layer-in-ai-battles/
     
     
    The distance information can be shared vertically (chain of command).
    Voice C2: Up to six action spots, approximately 48 meters. If either unit is on Hide then the distance is reduced to approximately 16 meters.
    Close Visual C2: Up to 12 action spots, approximately 96 meters. This is also the maximum distance a higher HQ can fill in for a lower HQ. Example: Company or battalion HQ fills in for a platoon HQ and provides C2 to the platoon's fire teams. 
    Distant Visual C2: As far as the unit’s line of sight.  (In the experiment I had units in distant visual C2 at 40 action spots, approximately 480 meters before I stopped.)
    Radio C2: Entire map.  In the WWII titles, CMSF & CMA - C2 via backpack radio is lost during foot movement. C2 is maintained during foot movement in CMBS.
    The distance information can be shared horizontally (directly between teams).
    Up to four action spots, approximately 32 meters. (Sometimes a team had to move to within 3 action spots)
    Can information be shared horizontally between teams from different battalions?
    Yes
    Can information be shared between two different HQs that do not have a common higher HQ?
    Vertically: No (With no common higher HQ there is no bridge for the information to pass over) 
    Horizontally: Yes
    The experiment was conducted on skill level Iron in CMFI v2.0 Engine 4.  I used two different US battalions on a custom made map for the experiment.  The 4th US Tank Battalion on the west (left) side of the map and the 1st US Infantry Battalion on the east (right) side.  A high ridgeline divided the two battalions.  HQ units are blocked from C2 Voice, Close Visual and Distant Visual with other HQ units. At the beginning of the experiment no units of the 4thBattalion were in C2 with units of the 1st Battalion.  An immobilized German Tiger and a destroyed Tiger were used as the OpFor unit to be spotted and reported.  
    The Area of Operations (A/O) for the experiment. Note the highlighted scout team with no C2.   
     
  6. Upvote
    Oliver_88 got a reaction from Bulletpoint in New features curiosity   
    Have an like for seconding that.
    Another two wishes, imagine they are not outlandish ones, imagine that the reasons for wanting them are easy to discern also;
    Gun Team Admin Command








      Highlight Action Spots When Editing Movement Nodes
  7. Upvote
    Oliver_88 got a reaction from Freyberg in New features curiosity   
    Have an like for seconding that.
    Another two wishes, imagine they are not outlandish ones, imagine that the reasons for wanting them are easy to discern also;
    Gun Team Admin Command








      Highlight Action Spots When Editing Movement Nodes
  8. Like
    Oliver_88 reacted to Freyberg in New features curiosity   
    Another development I would like to see - which wouldn't require a total rewrite of the game engine - would be enhancements to Quick Battles.
    I play a lot of these. It would be cool to be able to give some structure to a QB to make it more like a scenario. Being able to mix nationalities would be fun (for example I like the Italians, because they are interesting, but they don't put up a very good fight without some German support) - and it would be cool to be able direct parts of each force (randomly or non-randomly) to arrive as reinforcements.
    Also, when you give the enemy fortifications in QBs, the AI doesn't tend to position these very effectively.
    Apart from that, the AI generally does a reasonable job of positioning defenders in QBs. Given that, a nice feature, which would enhance the replayability of scenarios, would be an option to override the positioning of defenders in scenarios - so they are placed by the AI like in QBs. Often you have a really great scenario and you'd like to play it again (I sometimes get in the editor and change my force mix or nationality), but knowing where the defenders will be detracts from this.
    If QBs could have some of the features of scenarios, and scenarios could take on some of the randomness of QBs, that would multiply the enjoyment we get out the games while we are waiting for new releases  
  9. Upvote
    Oliver_88 got a reaction from MOS:96B2P in C2 & Information Sharing (REDUX)   
    Was wondering too, as am using the british infantry battalion and wanted to see whether the carrier section headquarters could use its carriers radio when dismounted (a la the mortar section using an nearby vehicle radio for indirect fire requests when they have none).
    But they could not. So when was reading that thought “huh how did you manage it then” until I got to the part saying that the scouts were mounted on the tank.
    Was wanting to see because the carrier section detachments cannot get voice c2 (only visual) with the carrier section headquaters when the latter is mounted in the carrier, dismounting the carrier section headquaters regains that voice c2 link with the detachments, but then looses the radio link with the carrier platoon headquaters.
    Am on my phone the moment at work so in the quick check of the goto relevant threads I did not see an answer (nor do I remember one). But am going to query on the benefits of voice over close visual other than the obvious. And what people consider the best thing to do with an carrier section given that limitation of them, maximise section headquarters c2 to platoon headquaters at the expense of section detachments c2 to section headquarters, or vice versa. But maybe can wait to get home and provide an better described question etc.
     
  10. Like
    Oliver_88 got a reaction from MOS:96B2P in Indirect Fire   
    Maybe leaving that platoons headquarters with the mortar section and send the company headquarters (if available) along with the machinegun section to provide they're C2 instead (à la this)?
    Or maybe vice versa leaving the company headquarters (again if available) with the mortar section and sending the platoon headquarters along with the machinegun section? As at least (from what I have just tried in the British formations) the mortar section can continue to be used for indirect support when they are not in C2 with the mortar platoon headquarters so long as they are at least in C2 with the support company headquarters.
    Or just sending that platoon headquarters with the machine guns anyway, and resort to leaving the mortar section with no C2 and just providing the indirect fire support using the horizontal channels through having them within voice range of the unit that are going to do the spotting,?
     
  11. Upvote
    Oliver_88 got a reaction from Bulletpoint in Smoke as a Force Field   
    hey, first time poster, owned CMBN since May
    I do not care that much about whether I can get my troops to shoot through an smoke screen, however I do wish that I could at least create the target order through the smoke, my troops then aiming but not firing until they then can then see the subject of my target command (just as they seem to do on an targeted enemy that becomes temp hidden from view). At current an single second in time (where smoke is present for the orders turn) ends up preventing suppression or any other such targeting orders from occurring for up to an minute of time, even though the thing that preventing you in that single second of time no longer exists. I was going to write some examples but I am sure many here would know or could think up such examples.
    just like saying "1 section, were going to get to that trench under smoke cover, then as soon as the smoke clears start suppressing that building" or "1 section, an smoke screen is going to cover 2 sections movement, but get ready to start suppressing that building should the smoke clear before they get to their destination" or something
  12. Upvote
    Oliver_88 got a reaction from A Canadian Cat in C2 & Information Sharing (REDUX)   
    Yeah I read that some people liked to use iron because they could get an sense upon what the section knows about the battle, but when I first tried the mode did seem somewhat cluttered and I could not make sense upon what I was seeing, so not used since, but think could be useful if I can understand it which is why I am interested in knowing this. I've just been mucking about with it right now, and you stated it surprised you and seemed odd, and well am going to echo that
    I've made an dead simple map (my first try with scenario editor too ha) with an large wall like terrain elevation going down right down the middle, this terrain elevation stops near the north to make an "gateway" between the two sides, on the left side I have B Company HQ, 1 Platoon HQ, and 2 Section, on the right side I have 3 Section. So everyone is in the same company. B Company HQ, 1 Platoon HQ and 2 Section cannot see 3 Section.
    I ran 2 Section through the "gateway" and next to 3 Section. 3 Section shortly received contact markers for B Company HQ and 1 Platoon HQ. I ran 2 Section back through the "gateway" to Voice C2 with 1 Platoon HQ and yep 1 Platoon HQ then had contact markers for 3 Section. Also to note was that 1 Platoon HQ was in Radio C2 with B Company HQ whom shortly later also had contact markers for 3 Section too. So at this point everyone knows where each other are and seemed to show that friendly dispositions could be passed within the Battalion. However I then repeated this process after having moved 3 Section to an new position. I must have ran for about 15 turns and 1 Platoon HQ never received contact markers for 3 Sections new position, just the old one. So kinda seemed like they would provide information about friendly dispositions between units within the battalion, though just the first report would be accepted, after that they would disregard any reports and only trust what they see.
    Might download some fraps so I can take screenshots at some time.
  13. Upvote
    Oliver_88 got a reaction from A Canadian Cat in C2 & Information Sharing (REDUX)   
    Or (assuming I understand the question and answer too) you can just leave one radio equipped recce troop vehicle with someone from the infantry battalion.
    For example say you have an recce troop of two staghounds and one humber supporting an infantry company, you leave the humber with anyone from the infantry company, the two staghounds go on an recce, when stationary the staghounds are going to radio back to the humber what they have seen (using verticle coms), the humber tells the nearby infantry unit what it now knows (using horizontal coms).
  14. Like
    Oliver_88 got a reaction from MOS:96B2P in C2 & Information Sharing (REDUX)   
    Original thread was an interesting read, and its great to now see the accompanying images, thanks!
    Question for anyone that knows (otherwise might try out myself later should I have time to) in the image I've quoted below B Company HQ are in radio contact with 1 Platoon HQ and so having been reported about 1 Platoons current positions has contact markers for them. Now then suppose 1 Platoon then moves North into the woods and reports their new position. So obviously B Company HQ are going to see an new set of contact markers for 1 Platoon in those woods, but my question is that because they now know 1 Platoon are not in the positions previously reported but now at the new positions, are they going to forget the old position and remove those contact markers for them? Depending on answer have an further query.
    Would be interesting to know who an unit thought some contact marker was, for example say an HQ having an contact marker and on seeing that the unit believes thats 1 Section thinking holy defecation 1 Section are nowhere near that and there must be some break in C2 somewhere to find.
  15. Upvote
    Oliver_88 got a reaction from A Canadian Cat in Infantry Movement Rates   
    hey, new poster, owned CMBN since May
    I imagine that might be complicated to carry out user interface wise, though would that not be an argument for including some sort of "Pause Until Friendly Seen" command, say something similar user interface wise to the target commands though which made your units pause indefinitely and watch an targeted action spot, and then once an allied unit was seen in that action spot resumed the units orders. I imagine would be interesting with the friendly fog of war that's present too.
    I was also wanting to question the same thing as the OP, as was trying to do some section bounding, and having some slight trouble (even when not under fire) with ensuring the pauses I provided ensured that whilst one was moving the other was stationary and covering.
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