Hot Keys and C & C
Moderators: Jason Petho, Peter Fisla, asiaticus, dogovich
- Richard III
- Posts: 722
- Joined: Mon Oct 24, 2005 5:16 pm
Hot Keys and C & C
I did see the & print out the thread below where Jim Burns asked about the "undocumented " ones.
Is there a list somewhere of any beyond those ? The Manual lists Hot Keys to be on Pg. 21 but they are not there.
I just bought and installed the Game, brings back many happy memories to this old guy from years past [8D]
Unfortunately, none are about the finer details of Game Play, especially C & C.[:(]
Is there a tutorial or section of the manual that covers that ?
I`ve started the WF " Fall of France " Campaign as a Battalion CO of the 1st PzDiv. and at turn one have 5 unit HQ`s spread all over the map and 2 Majors. What to do now ...?
Thanks !
Is there a list somewhere of any beyond those ? The Manual lists Hot Keys to be on Pg. 21 but they are not there.
I just bought and installed the Game, brings back many happy memories to this old guy from years past [8D]
Unfortunately, none are about the finer details of Game Play, especially C & C.[:(]
Is there a tutorial or section of the manual that covers that ?
I`ve started the WF " Fall of France " Campaign as a Battalion CO of the 1st PzDiv. and at turn one have 5 unit HQ`s spread all over the map and 2 Majors. What to do now ...?
Thanks !
“History would be a wonderful thing – if it were only true.”
¯ Leo Tolstoy
¯ Leo Tolstoy
RE: Hot Keys and C & C
Many of them are in the help inside at least West Front. Open held and then search on hotkeys
RE: Hot Keys and C & C
I beleive at the start you have a setup phase that gives you a chance to move and organize your units on your side of the map.
- Richard III
- Posts: 722
- Joined: Mon Oct 24, 2005 5:16 pm
RE: Hot Keys and C & C
ORIGINAL: asiaticus
I beleive at the start you have a setup phase that gives you a chance to move and organize your units on your side of the map.
Thanks ! I seem to remember that part.
I guess what I`m asking; is there any info or FAQ`s on how the leaders are used to do C & C for the units, on the larger Scenarios, other then having them in the same hex ? Is it even important ? or just chrome ? Or perhaps a Scenario Design issue ?
I`ve tried the " Show Organization" & " Command Range " but some units light up , some don`t, some never do.
I know Glenn Saunders did a FAQ that`s on Foster`s Site but that dosn`t seem revelent to the large scenarios, with several leaders.
“History would be a wonderful thing – if it were only true.”
¯ Leo Tolstoy
¯ Leo Tolstoy
- Jason Petho
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RE: Hot Keys and C & C
ORIGINAL: Richard III
ORIGINAL: asiaticus
I beleive at the start you have a setup phase that gives you a chance to move and organize your units on your side of the map.
Thanks ! I seem to remember that part.
I guess what I`m asking; is there any info or FAQ`s on how the leaders are used to do C & C for the units, on the larger Scenarios, other then having them in the same hex ? Is it even important ? or just chrome ? Or perhaps a Scenario Design issue ?
I`ve tried the " Show Organization" & " Command Range " but some units light up , some don`t, some never do.
I know Glenn Saunders did a FAQ that`s on Foster`s Site but that dosn`t seem revelent to the large scenarios, with several leaders.
A commander (or leader) can perform several crucial functions. Not all organizations will have a leader present on the map; consider any leader that is present to be a "special" personality. To locate the units that are under the command of a leader, select that leader and press the "Highlight Organization" toolbar button; all units commanded by that leader will be highlighted.
A leader who is in the same hex as a firing unit that is under his command will modify the attack/assault value of that attacking unit equal to the leader's command value (listed in the leader's Unit Info Box), provided the leader has Actions Points greater than or equal to the Action Point firing cost of the firing unit. A leader used thusly to "direct" fire automatically expends AP equal to the AP spent by the firing unit. Only the leader with the highest command value participating in an assault modifies his side by his Command rating.
A leader who in the same hex as its organization HQ will increase the 50% supply range of that HQ by the command value. Keep in mind that a Division Commander can only influence the Supply range on it's Division HQ only, not the subordinate Regiment or Battalion HQs.
A leader will modify the morale of each unit under his command that occupies his hex. This will be noted by the unit's morale being red in the Unit Info Box. The morale of the unit will be equal to the morale of the leader if the leader's morale is higher than the unit's. If the leader's morale value is less than or equal to the unit's, the unit's morale is increased by one. Since a leader modifies the morale of each unit under his command in his hex, the chance of a such a unit regaining morale or losing disruption is increased, as these are based on passing morale checks.
A leader cannot be singled out as the target of an attack unless he is the only occupant of a hex. Therefore, it is advisable to keep your leaders stacked with friendly unit(s) of his command. Each time a hex containing a leader is attacked there is a 4% chance the leader will become a casualty.
Leaders must be used with units under their direct command only. A company commander will only add benefits to the platoons in that units company.
Jason Petho
- Gudadantza
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- Location: Basque Country
RE: Hot Keys and C & C
Then, a leader is only used as bonus stack on a hex, he is only a plus for the hex he is in? not for the rest of the organization?.
And HQ apart, There are not bonuses for mantaining the organization relatively united ?
And HQ apart, There are not bonuses for mantaining the organization relatively united ?
- Jason Petho
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RE: Hot Keys and C & C
ORIGINAL: Amalur
Then, a leader is only used as bonus stack on a hex, he is only a plus for the hex he is in? not for the rest of the organization?.
When in combat, the leader only affects the hex they are in.
ORIGINAL: Amalur
And HQ apart, There are not bonuses for mantaining the organization relatively united ?
There are no bonuses, but you do not receive supply and morale penalties as you would if your units were scattered.
Jason Petho
-
TAIL GUNNER
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RE: Hot Keys and C & C
I thought there were some benefit to keeping platoons close to the company's command platoon....?
based on nationality and year.....I think...[&:]
based on nationality and year.....I think...[&:]
"If you want peace, prepare for war."
- Jason Petho
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RE: Hot Keys and C & C
ORIGINAL: Juggalo
I thought there were some benefit to keeping platoons close to the company's command platoon....?
based on nationality and year.....I think...[&:]
No, there are no benefits. Only penalties for not keeping your units together.
The Company Command Platoon has a Command Range, and units outside this range will suffer a –1 penalty when they are resolving a die roll to recover from Disruption or attempting to recover a lost morale point. The penalty does not affect other morale checks. The net effect of this rule is that you can move a unit beyond the Command Platoon Range, but should it become engaged in a fight, it will not be as effective at recovering from the effects of enemy fire.
... The penalty for moving outside the CP radius is really not very great. It may however be the difference between an average player and someone who becomes a virtual General to be reckoned with.
Jason Petho
- Richard III
- Posts: 722
- Joined: Mon Oct 24, 2005 5:16 pm
RE: Hot Keys and C & C
Jason
Thanks very much for the detailed responses on C & C. I know your a busy guy and that was really kind of you [&o]
Thanks very much for the detailed responses on C & C. I know your a busy guy and that was really kind of you [&o]
“History would be a wonderful thing – if it were only true.”
¯ Leo Tolstoy
¯ Leo Tolstoy
- Jason Petho
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RE: Hot Keys and C & C
ORIGINAL: Richard III
Jason
Thanks very much for the detailed responses on C & C. I know your a busy guy and that was really kind of you [&o]
No worries. Tis my pleasure!
Jason Petho
RE: Hot Keys and C & C
A leader in the same hex as his HQ also increases the Hqs command range.
Sometimes its better to use them this way. Can give you a longer reach with your attacking force.[:D]
Sometimes its better to use them this way. Can give you a longer reach with your attacking force.[:D]
"No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country." Patton


- Jason Petho
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RE: Hot Keys and C & C
ORIGINAL: Krec
A leader in the same hex as his HQ also increases the Hqs command range.
Sometimes its better to use them this way. Can give you a longer reach with your attacking force.[:D]
As noted in point three [;)]
Jason Petho
- CptWaspLuca
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RE: Hot Keys and C & C
A leader who in the same hex as its organization HQ will increase the 50% supply range of that HQ by the command value. Keep in mind that a Division Commander can only influence the Supply range on it's Division HQ only, not the subordinate Regiment or Battalion HQs.
Mmm so if command is 3 the HQ supply range is 3 hexes more than normal?
I understand correctly?
Cpt.Wasp
Member of the NWI staff (http://www.netwargamingitalia.net/)
Proud co-founder of Balena Ludens
(http://www.balenaludens.it/)
Member of the NWI staff (http://www.netwargamingitalia.net/)
Proud co-founder of Balena Ludens
(http://www.balenaludens.it/)
RE: Hot Keys and C & C
If you look at the OPTIONAL command and control rules I think you will find that there are incentives to keep units of the same organization together. Of course, these are optional and need to be turned on before the scenario starts. You might want to look at them.
Thanks,
Duncan
Thanks,
Duncan
Carrier Rifle Section should be modeled with their Bren guns!
RE: Hot Keys and C & C
I know the AI ignores optional rule of facing. Does it similarly ignore C&C? My guess is maybe it does *not* because I bet it uses organizational movement to move units hence implicitly respecting c&c. please advise
- Gudadantza
- Posts: 49
- Joined: Wed Jun 20, 2007 12:51 pm
- Location: Basque Country
RE: Hot Keys and C & C
The question was about leaders. And the job of leaders is the job Jason has explain perfectly. Command and control rule extrictely, as we can see on help data, is HQ related. It can be confused about what unit we are speaking about, HQ or leader per se, Thats the reason of the message and question.
Look at this. from the help files.
Command Control - Under this rule, the HQ supply "ranges" are varied depending on the year and the nationality. Each nationality has a built in modifier that modifies the base "50% range" of each HQ. For example: In 1942, each German HQ has a 120 % (1.20) modifier that is applied to modify the base range of each HQ (as seen in West Front's Pdata.hlp file). Thus, a battalion HQ that normally has a 50% range of "8" has that multiplied by 1.20, resulting in a new "50% range" value of "10".
In addition to the above modifier (depending on year and nationality), any HQ that is stacked in the same hex with the leader associated with that HQ has its base "50% range" increased by that leader's Leadership#. For instance, a divisional-level leader only increases the range of his division's HQ, not the regimental and/or battalion HQ of his division.
Look at this. from the help files.
Command Control - Under this rule, the HQ supply "ranges" are varied depending on the year and the nationality. Each nationality has a built in modifier that modifies the base "50% range" of each HQ. For example: In 1942, each German HQ has a 120 % (1.20) modifier that is applied to modify the base range of each HQ (as seen in West Front's Pdata.hlp file). Thus, a battalion HQ that normally has a 50% range of "8" has that multiplied by 1.20, resulting in a new "50% range" value of "10".
In addition to the above modifier (depending on year and nationality), any HQ that is stacked in the same hex with the leader associated with that HQ has its base "50% range" increased by that leader's Leadership#. For instance, a divisional-level leader only increases the range of his division's HQ, not the regimental and/or battalion HQ of his division.
- Gudadantza
- Posts: 49
- Joined: Wed Jun 20, 2007 12:51 pm
- Location: Basque Country
RE: Hot Keys and C & C
One more question. The help files speak about a rule called: "control point"? "command point? or something like that. It says that rule or principle is functional when the Command and control rule is on. But I don´t remember that unit or rule or option in the rules window, I have seen it in the help only that seems to be morale related or something like that. Something could explain more in detail?
A lot of thanks.
A lot of thanks.
- Gudadantza
- Posts: 49
- Joined: Wed Jun 20, 2007 12:51 pm
- Location: Basque Country
RE: Hot Keys and C & C
Ok this is what i´m speaking about:
Command Post: If the Optional Rule for "Command Control" is enabled, a company-level "Command Post" (CP) is deemed to be inherently present with the first platoon of each company. If the first platoon is eliminated, the benefits of the CP are lost (it would be unrealistic to have the CP duties passed on in the time frame of a typical scenario). A CP unit is denoted by a radio icon displayed in the icon area along the left side of the Info Box. In addition, all friendly CP units are highlighted when you select Highlight HQ.
Units that operate beyond their company CP range (or if their CP is not present on the map) are subject to the following penalties:
a) Less chance of Morale recovery (-1)
b) Less chance of Disruption recovery (-1)
A CP has an effective range (radius) which is about half the range of that side's battalion HQ. A CP's range is highlighted if it's selected when the W hot key is pressed.
Is, that command post an unit as the divisional or regimental HQ? Is simply a lower level company HQ not present if the Command and control rule is off?
Command Post: If the Optional Rule for "Command Control" is enabled, a company-level "Command Post" (CP) is deemed to be inherently present with the first platoon of each company. If the first platoon is eliminated, the benefits of the CP are lost (it would be unrealistic to have the CP duties passed on in the time frame of a typical scenario). A CP unit is denoted by a radio icon displayed in the icon area along the left side of the Info Box. In addition, all friendly CP units are highlighted when you select Highlight HQ.
Units that operate beyond their company CP range (or if their CP is not present on the map) are subject to the following penalties:
a) Less chance of Morale recovery (-1)
b) Less chance of Disruption recovery (-1)
A CP has an effective range (radius) which is about half the range of that side's battalion HQ. A CP's range is highlighted if it's selected when the W hot key is pressed.
Is, that command post an unit as the divisional or regimental HQ? Is simply a lower level company HQ not present if the Command and control rule is off?
- Jason Petho
- Posts: 17805
- Joined: Tue Jun 22, 2004 10:31 am
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RE: Hot Keys and C & C
ORIGINAL: Amalur
Is, that command post an unit as the divisional or regimental HQ? Is simply a lower level company HQ not present if the Command and control rule is off?
When you have Command and Control turned on, the first platoon of a company is designated the Company HQ. This is indicated by a small radio symbol displayed in the unitbox.
Without C&C
Rifle Platoon
Rifle Platoon
Rifle Platoon
MG Platoon
With C&C
Rifle Platoon (radio symbol)
Rifle Platoon
Rifle Platoon
MG Platoon
Hope that helps
Jason Petho



