Hot Keys and C & C

John Tiller's Campaign Series exemplifies tactical war-gaming at its finest by bringing you the entire collection of TalonSoft's award-winning campaign series. Containing TalonSoft's West Front, East Front, and Rising Sun platoon-level combat series, as well as all of the official add-ons and expansion packs, the Matrix Edition allows players to dictate the events of World War II from the tumultuous beginning to its climatic conclusion. We are working together with original programmer John Tiller to bring you this updated edition.

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Gudadantza
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RE: Hot Keys and C & C

Post by Gudadantza »

That helps. Thanks a lot. [:)]

Then that platoon with the radio simbol works as a HQ, that modifies morale recovery and/or disruption recovery to the units in range.
But not ammo levels, am I right?

And what about stacking a leader with that platoon? Have we the bonus in range? I suppose not.

That rules are not difficult. Simply a little confussing.

Then, finally is a benefit getting the organization relatively united, but not due to the leader units per se: Due to HQ, and platoon headquarters instead.

Greetings.
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Jason Petho
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RE: Hot Keys and C & C

Post by Jason Petho »

ORIGINAL: Amalur

That helps. Thanks a lot. [:)]

Then that platoon with the radio simbol works as a HQ, that modifies morale recovery and/or disruption recovery to the units in range.
But not ammo levels, am I right?

My understanding is that it also affects supply.
ORIGINAL: Amalur
And what about stacking a leader with that platoon? Have we the bonus in range? I suppose not.

Logically, it would. Yes.
ORIGINAL: Amalur
That rules are not difficult. Simply a little confussing.

Then, finally is a benefit getting the organization relatively united, but not due to the leader units per se: Due to HQ, and platoon headquarters instead.

Basically, you can operate a scenario without leaders, as for supply a leader is not required.

However, adding leaders provides a bonus that extends the 50% range of HQ's further than without. Thereby increasing the subordinate units efficiency when in combat.

For example:

From the example above, a 1942 German Rifle Battalion is trying to defend a wide frontage somewhere on the Eastern Front. Since it is 1942, there is a 120% modifier added to the base 50% HQ range of 8, meaning that the Battalion HQ can provide 50% supply at a range of 10 hexes.

If you add the battalion commander, level 3, to the same hex as the battalion HQ, you are further extending the 50% supply range of the battalion by 3 hexes - for a total of 13 hexes.

Tactically, this provides the frontline companies higher precentages of supply when in combat at longer distances from their parent HQ. It offers the opportunity of covering more area, with fewer troops, while maintaining supply.

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Richard III
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RE: Hot Keys and C & C

Post by Richard III »

I`d like to post a JPG screen shot from my current WF "Fall of France Campaign Game to get some advice on the actual placement of leaders on the Map, in a  attack situation , but I don`t see any way to do so. has this function been disabled ?  Pressing " add image"  asks for a URL...? 
 
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RE: Hot Keys and C & C

Post by Jason Petho »

ORIGINAL: Richard III

I`d like to post a JPG screen shot from my current WF "Fall of France Campaign Game to get some advice on the actual placement of leaders on the Map, in a  attack situation , but I don`t see any way to do so. has this function been disabled ?  Pressing " add image"  asks for a URL...? 


You have to load your image onto a webservice, such as imageshack.

When you load your image there, it provides you with a URL to link to.

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junk2drive
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RE: Hot Keys and C & C

Post by junk2drive »

Click the orange "post reply" button. A new window opens with an attachment option at the bottom.
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RE: Hot Keys and C & C

Post by Jason Petho »

ORIGINAL: junk2drive

Click the orange "post reply" button. A new window opens with an attachment option at the bottom.

I stand corrected.

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Richard III
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RE: Hot Keys and C & C

Post by Richard III »

Thanks Jason

The actual employment, on the Map, of John`s  C & C  system has always been a mystery to me.. This is from WF  " Fall of France"  scenario,.Hopefully it readable enough to make some coments on leader placement.

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Richard III
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RE: Hot Keys and C & C

Post by Richard III »

Maybe this works ?Image

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RE: Hot Keys and C & C

Post by Jason Petho »

ORIGINAL: Richard III

Thanks Jason

The actual employment, on the Map, of John`s  C & C  system has always been a mystery to me.. This is from WF  " Fall of France"  scenario,.Hopefully it readable enough to make some coments on leader placement.

Without seeing the structure of the order of battle, it is difficult to make suggestions based on the image you have posted.

Nevertheless,

Some general rules of thumb that I play by:

When on the offensive:

1. Company Commanders remain with their company, generally the 1st platoon.

2. When in combat, the Company Commander will move around to the platoon that is requiring that extra "punch" that the leader provides when shooting or assaulting.

3. Battalion Commanders typically will remain with the battalion HQ, with the exception of two cases:

Case A - units in the battalion are suffering numerous disruptions, where the Battalion Commander will assist in improving the morale of the disrupted units. This happens usually out of LOS of the opposing forces.

Case B - the Battalion Commander will advance with frontline in an assault where that extra punch is needed to defeat the opposing forces.

4. The Regimental Commander typically will remain with the regiment HQ with the exception of the cases above.

5. The Divisional Commander will remain with the divisional HQ, with the exception of the cases above.

6. The Corps or Army Commander will be near the frontline, assisting with assaulting, firing or disrupted units.


When on the defensive:

1. Company Commanders remain with their company, generally the 1st platoon or the platoon with the highest firepower - an MG platoon, for example.

2. When in combat, the Company Commander will move around to the platoon that is requiring that extra "punch" that the leader provides when shooting or counter-assaulting.

3. Battalion Commanders typically will remain with the battalion HQ, with the exception of two cases:

Case A - units in the battalion are suffering numerous disruptions, where the Battalion Commander will assist in improving the morale of the disrupted units. This happens usually out of LOS of the opposing forces.

Case B - the Battalion Commander will advance with frontline in a counter-assault assault where that extra punch is needed to defeat the opposing forces.

4. The Regimental Commander typically will remain with the regiment HQ with the exception of the cases above.

5. The Divisional Commander will remain with the divisional HQ, with the exception of the cases above.

6. The Corps or Army Commander will be near the frontline, assisting with assaulting, firing or disrupted units.


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vadersson
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RE: Hot Keys and C & C

Post by vadersson »

Jason,

Great advise. I was ignoring the benefits of keeping my Batt. commander at the HQ and was generally getting him shot at. Company commanders are great to keep the troops motivated. Move from disrupted unit to disrupted unit as needed as well.

Thanks,
Duncan
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Richard III
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RE: Hot Keys and C & C

Post by Richard III »

OK I`m starting to get it ( I think )[;)]

Please let me post two more pics from another start of the same Campaign.

In this the top Inf. platoon above the HQ is I assume the 1st. Platoon because of the Radio icon in the left side of the bar ?
Is that correct ? ( see next post for that pic )

In this pic there are 2 Battalion HQ`s that are alike, and one Rgt. HQ.

Which is the HQ that my unit leader should be stacked with ? Thay all look alike ? In fact you often get 3-5 Battalion HQ`s all of which, other then some marked " foot" and motorized " are alike at setup. Or doesn`t it matter ?





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Richard III
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RE: Hot Keys and C & C

Post by Richard III »

The second pic, of the 1st. Platoon ? That thing that looks like an upsidedown flag is the radio icon ?

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RE: Hot Keys and C & C

Post by Jason Petho »

ORIGINAL: Richard III

The second pic, of the 1st. Platoon ?

Image

That is correct. The company Command Post!

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RE: Hot Keys and C & C

Post by Jason Petho »

ORIGINAL: Richard III

OK I`m starting to get it ( I think )[;)]

Please let me post two more pics from another start of the same Campaign.

In this the top Inf. platoon above the HQ is I assume the 1st. Platoon because of the Radio icon in the left side of the bar ?
Is that correct ? ( see next post for that pic )

In this pic there are 2 Battalion HQ`s that are alike. W
Which is the HQ that my unit leader should be stacked with ? Thay all look alike ? In fact you often get 3-5 Battalion HQ`s all of which, other then some marked " foot" and motorized " are alike at setup. Or doesn`t it matter ?

Image

Yes, it matters.

There is a highly organization freature. Click on the commander, and then click that button (anyone know off the top of their head?) When you do that, you will see which battalion HQ is yours and you can place your commander with it, if you so desire.

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Richard III
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RE: Hot Keys and C & C

Post by Richard III »

ORIGINAL: Jason Petho
ORIGINAL: Richard III

OK I`m starting to get it ( I think )[;)]

Please let me post two more pics from another start of the same Campaign.

In this the top Inf. platoon above the HQ is I assume the 1st. Platoon because of the Radio icon in the left side of the bar ?
Is that correct ? ( see next post for that pic )

In this pic there are 2 Battalion HQ`s that are alike. W
Which is the HQ that my unit leader should be stacked with ? Thay all look alike ? In fact you often get 3-5 Battalion HQ`s all of which, other then some marked " foot" and motorized " are alike at setup. Or doesn`t it matter ?

Image

Yes, it matters.

There is a highly organization freature. Click on the commander, and then click that button (anyone know off the top of their head?) When you do that, you will see which battalion HQ is yours and you can place your commander with it, if you so desire.

Jason Petho

I don`t want to keep beating a dead Pz Mk III, [:D] but that doesn`t seem to work in this scenario for the armor, by pressing the " show org" button on the bottom. ( I assume you mean that one ) when a CO is depressed as well.

It does work for the Arty. units, when pressing another commander icon, the 105mm guns, their transports and a battalion HQ icon light up. Same for one of the Inf. Commanders, the Inf, and their transport and one Battalion icon light up.

However several battalion motorized HQ icons never light up ( why so many ? ) and no battalion HQ`s light when the armor leader icons are depressed. Could that be a " feature " ? The tank units just have a leader, but no battalion HQ`s...strange if so.

As I said no big deal, perhaps it just a flaw in this scenario, or I`m doing something wrong, although I`ve played through the whole turns testing it....I couldn`t fine anything in the Manual relating to this BTW.

I enjoy the fine details in Tiller`s work and if it`s supposed to work I`d like to get there....[8D]

Thanks !
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Jason Petho
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RE: Hot Keys and C & C

Post by Jason Petho »

ORIGINAL: Richard III
I don`t want to keep beating a dead Pz Mk III, [:D] but that doesn`t seem to work in this scenario for the armor, by pressing the " show org" button on the bottom. ( I assume you mean that one ) when a CO is depressed as well.

Yes, the Highlight Org button. It could mean that the Battalion HQ in question has not yet come on the map, it could be coming as reinforcements.
ORIGINAL: Richard III
It does work for the Arty. units, when pressing another commander icon, the 105mm guns, their transports and a battalion HQ icon light up. Same for one of the Inf. Commanders, the Inf, and their transport and one Battalion icon light up.

As noted above. DCG's are notorious for randomly placing units and reinforcements will little, or no logic.
ORIGINAL: Richard III
However several battalion motorized HQ icons never light up ( why so many ? ) and no battalion HQ`s light when the armor leader icons are depressed. Could that be a " feature " ? The tank units just have a leader, but no battalion HQ`s...strange if so.

The units under those HQ's may not be on the map.
ORIGINAL: Richard III
As I said no big deal, perhaps it just a flaw in this scenario, or I`m doing something wrong, although I`ve played through the whole turns testing it....I couldn`t fine anything in the Manual relating to this BTW.

It's a flaw with DCG's randomness... all the more reason to start playing LCG's

Jason Petho


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Richard III
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RE: Hot Keys and C & C

Post by Richard III »

OK !  It seems to work fine with the first LCG I started in WF.
 
I notice there are no end dates on these, about how many engagements would be in the LCG`s ?
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Jason Petho
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RE: Hot Keys and C & C

Post by Jason Petho »

ORIGINAL: Richard III

OK !  It seems to work fine with the first LCG I started in WF.

I notice there are no end dates on these, about how many engagements would be in the LCG`s ?

They vary, the LCG I created, Operation Sealion, has the possibility of playing up to 20+ scenarios, assuming you win and lose some. Some LCG's are shorter.

There are plans for much longer LCG's in the works, but this will take time.

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Krec
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RE: Hot Keys and C & C

Post by Krec »

One rule of thumb i try and use .   is never lead a attack with your CO units.  that platoon is the last to attack,   because if you lose them you are sol in terms of being able to use the bonus.  i try and aways move the lowest units in the chain of command first.  just a style thingy i guess.
"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

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