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Concerning CHQ Link
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I recently tested the CHQ link between units.
I'm wondering if these are intentional game mechanics, or actually problems? 1). All Platoon HQs and Company HQs will never get "Out of Contact" status. They're always "In Contact" (not even once "Radio Contact"). This is true even if their radios are removed, and they're placed alone so far away from other units. Ditto A0, but I can assume it's because he has no higher HQ thus being always "In Contact" is not really a problem for A0. 2). The grunts (non HQ units): when their radios are removed, and they're placed alone (a single squad) so distant from other units, more often than not they'll have "In Contact" status, although "Out of Contact" also happens often for such unit. I'm wondering how can a squad be "In Contact" if they're so far away isolated without radios. 3). All units (either grunts or HQs) even if they have radios, are never rallied by their superiors, unless their superior happens to be near (5 hex or so). They can only rally themselves. This renders the "Radio Contact" status actually useless, as the Game Guide says that units with radios can be rallied by their superiors using radio contact (thus implying far-away units). NOTES: All points above (1, 2, 3) are tested using Scenario slots 996, 997, and 998 respectively in this attached Zip file. SPMBT game. In each Scenario, you'll find 6 units being tested: 3 infantry squads, and 3 tank units. You can find them far deployed and isolated (easier to find using the new minimap feature that shows friendlies/foes dots). When testing point no. 3 above (Scenario 998), I have provided some tanks near them to give Z fire thus suppressing the tested units, and see if the faraway superiors can rally them. I have tested for at least 10 turns for each point above. PS: I have tested previously using wooded & hilly terrains to see if there's any difference. Same thing. For clarity's purpose these test scenarios are using completely flat clear terrain. |
Re: Concerning CHQ Link
Even if you have no radio - runners or dispatch riders are assumed to keep you in touch from time to time.
Rallying requires contact - and radios do allow rally at long ranges. Platoons and companies get radios automatically in SP series games. And I have seen platoon and company HQs out of contact with higher HQ. Main effect of out of contact is in rallying. You can still move things around - they dont "freeze" without contact like e.g. some tabletop rules. If in contact they can be rallied by a superior, and in SP the superior HQ tends to be called on to rally first, then the junior HQ if present. that can leave superiors unable to rally themselves if you dont watch out. About the only out of contact situation that really has much game effect is when batteries drop off the command net, so cannot be called for fire or have fire cancelled or adjusted. In SP games, C&C is not really much of an effect. SP3 had an orders and objectives system, which was optional and it appeared that most end users did not utilise it. |
Re: Concerning CHQ Link
I had a couple posts about this stuff awhile back that might help.
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Re: Concerning CHQ Link
Thank you Felix!
It confirms my suspicion (and further testing toward the final turn 37) that no superior HQs could rally any subordinates unless they're near the subordinates. I could live with my points 1 and 2 above as per Andy's explanations (although I'd like "out-of-contact" to be more often for isolated faraway units). Regarding my point no 3, I'm ambivalent about this. Placing HQ units near his subordinates and rallying them sure is realistic, as it's quite rare in real life that "rallying" happens only through "voice". Usually rally involves being there physically. But on the other hand, as also the Game Guide says that units equipped with Radios can be rallied far away, there's also some instances in real life that "light" rallying can be done via voice only. The good thing on the other hand, "out-of-contact" status incurs suppression points for the subordinates, so even if they can't be rallied from afar, at least just being in "Radio/In Contact" already gives them a benefit. =========== PS: Thank you for the explanation about command-structure that allows & restricts rallying. I remember reading the GG states that A0 could rally anyone (friendlies) on the battlefield. I guess the GG is not infallible after all. QUOTE: "Consider the same for the battle Group HQ unit as well as he can rally anyone else, or provide skill rating boosts to anyone else." |
Re: Concerning CHQ Link
A0 can rally anyone - if he is close by. CHQ can rally subordinates if close by as well. Subordinates of his own company that is, not another company's troops.
A0 of course is the commander for any loose platoons in the "A company" that all such platoons not cross attached to a specific line company form. So rallying some scout car platoon you bought in support may result in A0 using his rally opportunities. The drawback of bringing A0 close enough to rally subordinate troops of some line company is that he may get caught in the fighting or a barrage on them etc, and suffer from that. Losing A0 loses an ongoing (non PBEM) campaign, so its a desperation move to bring him up to the point of contact. However, if he is well back then he could provide rally to fleeing troops that have run a long way from the battle. NB - HQs provide rally opportunities not only in the human initiated "direct" rallying, but also in the end of turn rally the code does in the end of turn morale test. Also - not exactly morale - but the code has always allowed a chance of a nearby (3-5 hexes) higher HQ to "coach" a subordinate that is firing by using its higher skill level as the one used in the fire calculations. Probably not a high enough chance to really be noticeable, but platoons held tightly together in a clump will do a little better than those shotgunned all over the map, both morale wise and shooting wise. |
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