|
MAKING THE OBVIOUS EVIDENT - MANAGING HQ UNITS |
By Ron Alderdice — Ariel Ledesma Becerra
(thanks to James Bailey for proofreading)
After playing several PBEM games and browsing the messages on the CM forum, we have observed several differing styles of HQ usage. These ranged from using HQ's as recon and combat units to those who maximize the HQ's special abilities most effectively. This short article is aimed at the newcomer who looks at the HQ as just another unit to throw into the fray, although there might also be a useful gem or two for the veteran.
On a satirical note, we start by classifying players by their use of HQ's according to the following:
A — The Troglodytes
B — The Pedestrians
C — The Nestorians
The Troglodytes are characterized by their amazing similarity to the AI. They think nothing of sending HQ's in the van of their attack, after all they have little combat value and can be quite useful in drawing fire or scouting the enemy's positions. They are often left frustrated, wondering why their units are so slow to respond and are in such a state of disorder. They marvel at their opponent's decisive moves and lament their own bad luck as they watch their troops being cut down, time after time. Their chant is 'Next game!'.
As the HQ unit was eliminated, the Squads run in Panic
The Pedestrians are as featureless as the men and women you pass on the street every day as they dutifully work their 9 to 5 jobs. They will insure that HQ's maintain their command and control but not much else. Little can or should be said of them. Mediocrity is their byword.
An excellent Platoon Leader is in command.
The Nestorians, like the counselor for the Greeks of old, are sagacious and keenly perceptive their HQ's role will play in battle. They meticulously analyze the abilities of the HQ and it's platoon, giving it the assignment that best suits it. This could be as simple as an assault for the Combat skilled HQ or an ambush for the Stealthy one. They look at troop quality and response times, seeking to create an elite group under the command of a unique leader to deliver the coup de grace or to stave off defeat. They distinguish themselves by being in the right place at the right time with the right troops. You can often hear their cackle of glee at game's end.
This Mortar is firing to
something that he doesn't see.
But the HQ is has a perfect LOS to the target.
HQ's are as important as the Panther or Firefly you carefully maneuver, and in order to play well you will need to know their function and capabilities. HQ units reflect the Command and Control (C&C) element of the platoon organization, platoons being autonomous units in CM. C&C simulates the platoon's ability to communicate with each other and to be efficiently led in combat. Vehicles, being independent, are not subject to C&C.
See the delay time this Conscript squad has to begin to run…
… and now, the same squad in C&C from a Command +2 Bn HQ.
Squads out of C&C have added delays to their orders, depending upon their experience, and are less combat able, being more susceptible to panic under fire (see Table 1). This is the reason why the TacAI will specifically target HQ's, attempting to eliminate them. The effective C&C range varies with such factors as Experience, leadership bonuses, and LOS (see Table 2). However it is usually 20 to 80m. Squads and MG teams out of C&C are not able to perform ambushes and onboard mortars are not be able to fire indirectly without a HQ. For a platoon to be used decisively, the HQ must be close enough to maintain C&C yet still removed from enemy fire to ensure it's survival and the continued effectiveness of the group.
This is the C&C radius of a HQ unit without Command Bonus and good LOS
… And this one is with a Command Bonus +2.
While the C&C hierarchy of Company and Battalion commands isn't represented in CM, the Senior HQ's can and do play a vital role in a player's force. These Company and Battalion HQ's can act as a rallying point for broken and routed squads, and lead a heavy weapons support group or command a maneuver/reserve element. This last ability can be a flexible and potent weapon in the hands of a capable player, as squads detached from their parent Platoon HQ are still in C&C if traced to a Senior HQ. In effect, this creates another deployable 'platoon'.
Some HQ's have exceptional leaders with special abilities. These traits can determine and should influence what assignment a platoon will be given.
Command
Bonus: exerts a longer C&C radius and units under their command
will have smaller delays.
Morale
Bonus: will speed up the recovery of panicked/broken units and will
make them calmer under fire.
Combat
Bonus: units will deliver fire more effectively.
Concealment
Bonus: units will move more stealthily and is harder to see it when
executing an ambush.
Note: when the symbols are in a frame, this means the bonus is doubled.
In conclusion, HQ's represent an integral part of a player's force. Efficient and intelligent use will separate the average commander from the good one. Their misuse could very well spell the difference between victory or defeat. Good gaming.
Table 1 - Delays
|
SQUADS |
||||||
|
Conscript |
Green |
Regular |
Veteran |
Crack |
Elite |
|
|
No HQ |
70s |
50s |
33s |
20s |
13s |
8s |
|
HQ |
50s |
33s |
20s |
13s |
8s |
5s |
|
HQ +1 |
33s |
20s |
13s |
8s |
5s |
3s |
|
HQ +2 |
20s |
13s |
8s |
5s |
3s |
1s |
|
SUPPORT TEAMS |
||||||
|
Conscript |
Green |
Regular |
Veteran |
Crack |
Elite |
|
|
No HQ |
50s |
33s |
20s |
13s |
8s |
5s |
|
HQ |
50s |
33s |
20s |
13s |
8s |
5s |
|
HQ +1 |
33s |
20s |
13s |
8s |
5s |
3s |
|
HQ +2 |
20s |
13s |
8s |
5s |
3s |
1s |
|
SHARPSHOOTERS |
||||||
|
Conscript |
Green |
Regular |
Veteran |
Crack |
Elite |
|
|
No HQ |
33s |
20s |
13s |
8s |
5s |
3s |
|
HQ |
33s |
20s |
13s |
8s |
5s |
3s |
|
HQ +1 |
33s |
20s |
13s |
8s |
5s |
3s |
|
HQ +2 |
20s |
13s |
8s |
5s |
3s |
1s |
Table 2 — Command Range
|
Conscript |
LOS |
No LOS |
|
|
HQ |
40m |
20m |
|
|
HQ +1 |
60m |
30m |
|
|
HQ +2 |
80m |
40m |
|
|
Green |
|||
|
HQ |
45m |
22m |
|
|
HQ +1 |
67m |
33m |
|
|
HQ +2 |
90m |
45m |
|
|
Regular |
|||
|
HQ |
50m |
25m |
|
|
HQ +1 |
75m |
37m |
|
|
HQ +2 |
100m |
50m |
|
|
Veteran |
|||
|
HQ |
55m |
27m |
|
|
HQ +1 |
82m |
41m |
|
|
HQ +2 |
110m |
55m |
|
|
Crack |
|||
|
HQ |
60m |
30m |
|
|
HQ +1 |
90m |
45m |
|
|
HQ +2 |
120m |
60m |
|
|
Elite |
|||
|
HQ |
65m |
32m |
|
|
HQ +1 |
97m |
48m |
|
|
HQ +2 |
130m |
65m |