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November 26th, 2007, 07:35 PM
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Sergeant
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Join Date: Jun 2005
Location: Ottawa Canada
Posts: 353
Thanks: 11
Thanked 2 Times in 2 Posts
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Re: Command Vehicles
The only reason I can see to consider command vehicles with BFAs (Big Friggin Aerials) would be to visually mark the command tank of the Soviet 10 tank companies with the platoon command structure or similar units in other oobs. However, I recall that radios and being "in contact" represent a wider range of C&C and morale effects than just having a working radio on net.
Even doing this might not have the desired effect. I ran up a quick AI vs AI game over lunch with a German medium company against a points equivalent force of 2 Soviet 10 tank units with the company commanders replaced by Gazs right under the German guns. Even with their "heads cut off", the Soviets managed to swamp the Germans for a draw.
__________________
"I love the smell of anthracite in the morning...
It smells like - victory"
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November 26th, 2007, 08:24 PM
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National Security Advisor
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Join Date: Mar 2005
Location: Dundee
Posts: 5,988
Thanks: 482
Thanked 1,922 Times in 1,250 Posts
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Re: Command Vehicles
Large 10-lump platoons will only tend to have real problems when darned near everyone in that formation requires rallying. Especially if the subordinates do not have radios. The HQ will not be able to "service" all of them. If only 1 or 2 need rallying, and are in range, then the 10 lump works fine, so long as you want all 10 tanks together in a small area, all the time. When the 10-lump decides to break, it will be a mass rout more likely.
But an army based on a companies of 2 or 3 platoon size, will tend to do better overall at rallying, and can reliably spread out more. Retreats will be 1 or 2 units at most, from a platoon that has particularly been hammered. And there will be a company commander to aid rallying, and also in the rear where he may help to catch routers.
However, unlike normal tabletop wargames rules, SP charges no points for HQs. And in any case, the penalties for being out of command control are not particularly severe, even for the case of SP3 with its "platoon objective" command and control, if switched on.
Cheers
Andy
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November 27th, 2007, 01:31 AM
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Sergeant
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Join Date: Jul 2006
Location: Illinois, USA
Posts: 368
Thanks: 146
Thanked 122 Times in 48 Posts
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Re: Command Vehicles
Ok, so there is no way something like that is getting put into the game. Gotcha, and no problem.
Got any ideas how I can simulate one within the contraints of the game as is, other than bumping the radio value up and changing to FO Vehicle class?
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November 27th, 2007, 09:14 AM
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National Security Advisor
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Join Date: Mar 2005
Location: Dundee
Posts: 5,988
Thanks: 482
Thanked 1,922 Times in 1,250 Posts
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Re: Command Vehicles
Put it in as the commander (first unit) in any formation, and it gets a radio, as previously stated.
Cheers
Andy
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November 30th, 2007, 10:04 PM
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First Lieutenant
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Join Date: May 2007
Location: Ottawa, Canada
Posts: 733
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Thanked 16 Times in 15 Posts
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Re: Command Vehicles
I have done this in the past, having a BefhlsTiger for example, I made it a tracked scout vehicle adjusted weapons and ammo and radios. As mentioned you might as well paint the tank bright orange, the AI soon zeros in on you, especially in campaigns and while sometimes I lived, most times I got toasted.
Now fitting out a SdKfz250 or 251 to a FO Vehicle is what I use now to have a mobile HQ. Beside the obvious MODs ensure you replace the AAMG with an LMG, reason being that with an AAMG your HQ HT will fire at aircraft and attract follow on airstrkes on your position. Same for a MMG will shot back at ground troops too much. Of course you could shut them off every game. My SOP says if the enemies that close then maybe the jig is up!!!
SdKfz-251/6 is a Mobile Command Post or SdKfz 250/3 is Command Radio Vehicle like Rommels’ Grief.
Same can be done for other nations.
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