No command squads in HQ units - what's up with that?

Norm Koger's The Operational Art of War III is the next game in the award-winning Operational Art of War game series. TOAW3 is updated and enhanced version of the TOAW: Century of Warfare game series. TOAW3 is a turn based game covering operational warfare from 1850-2015. Game scale is from 2.5km to 50km and half day to full week turns. TOAW3 scenarios have been designed by over 70 designers and included over 130 scenarios. TOAW3 comes complete with a full game editor.

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Sensei.Tokugawa
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No command squads in HQ units - what's up with that?

Post by Sensei.Tokugawa »

I have downloaded a few scenarios covering various stages of the 1st Indochina War and started playing them in a form of a PBEM campaign where the scenarios are played in chronological order, but have found an odd thing, as per thread subject - there are no command teams or squads in the HQ units, just some support assets and entourage as it seems. Those are scenarios form Game Squad's Legacy Project and all are some older ones than TOAW III or even COW so they were converted to work with TOAW III ( I had tried to make them work before and without conversion they didn't indeed ), but otherwise unchanged. Is it possible that it is an error of conversion process or that could have been deliberate on designers' part? I can vaguely remember a remark somewhere that the lack of command squads resulting in a poorer performance of the subordinate units represents the historical incompetence of the brass, but cannot say if that was about any of those scenarios ...

So what the impact on the gameplay is it going to have in such situation?
"-What if one doesn't make it?
-Then we know he was no good for SpetsNaz. ..."
V. Suvorov, "Spetsnaz;the Story behind the Soviet SAS"

...No escape from Passchendaele .../ God Dethroned, "Passiondale"

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Telumar
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RE: No command squads in HQ units - what's up with that?

Post by Telumar »

There is no impact. The formations will work well without command groups in their HQs.

Only if a HQ unit has command groups assigned and then loses all of them there is a chance that the unit will reorganize. Losing all command groups reduces formation proficiency (it is halved), which is the same effect as if the HQ unit would be destroyed.

EDIT: Maybe the scenario is a conversion from TOAW I. The command group functionality has been added later i think (COW or TOAW 2?).
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Sensei.Tokugawa
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Joined: Mon Apr 05, 2010 9:06 pm
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RE: No command squads in HQ units - what's up with that?

Post by Sensei.Tokugawa »

Thanks Telumar - that was one of my assumptions regarding what the reason for such a situation might be - the the command groups weren't the part of the original design so they couldn't have been ported into TOAW III format.
"-What if one doesn't make it?
-Then we know he was no good for SpetsNaz. ..."
V. Suvorov, "Spetsnaz;the Story behind the Soviet SAS"

...No escape from Passchendaele .../ God Dethroned, "Passiondale"

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