Command Cycles

Master grand tactical combat as a Cold War force commander in this data-rich simulation. Plan and issue orders in asynchronous WEGO turns, leveraging real-world maps and complex features like Electronic Warfare and Air Assaults to outthink your enemy.

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pzgndr
Posts: 3741
Joined: Thu Mar 18, 2004 12:51 am
Location: Delaware

Command Cycles

Post by pzgndr »

I got FCCW to see how it plays. I have a burning question. Back in FPC, the issue with the limited orders option was to try to get inside the enemy's decision making cycle to gain an advantage but that could not be done in FPC with the AI at the time. This was not resolved in FCSS. What's new in FCCW to resolve this? Specifically, playing against the Warsaw Pact AI, can we now get a Nato command cycle advantage and get inside the enemy's OODA loop? A quick review of the manuals did not find any discussion about this. I know this is a complicated issue, but I'm curious to know what the designers have done to address it and/or what else may be planned?
Bill Macon
Empires in Arms Developer
Strategic Command Developer
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WildCatNL
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Joined: Fri Mar 27, 2009 5:21 pm
Location: Eindhoven, the Netherlands

Re: Command Cycles

Post by WildCatNL »

pzgndr wrote: Tue Dec 02, 2025 4:33 pm I got FCCW to see how it plays. I have a burning question. Back in FPC, the issue with the limited orders option was to try to get inside the enemy's decision making cycle to gain an advantage but that could not be done in FPC with the AI at the time. This was not resolved in FCSS. What's new in FCCW to resolve this? Specifically, playing against the Warsaw Pact AI, can we now get a Nato command cycle advantage and get inside the enemy's OODA loop? A quick review of the manuals did not find any discussion about this. I know this is a complicated issue, but I'm curious to know what the designers have done to address it and/or what else may be planned?
We no longer have a limited orders option, because that was disliked by the majority of players, didn't scale nicely with increasing force sizes, and made developing the AI even more challenging (as you indicated).
Despite that, you can still end up with quicker turn cycles than your opponent by targeting your opponent's command infrastructure (HQs) while avoiding your HQ being targeted (keeping them on the move, and within command range). Other factors that influence turn cycle duration are somewhat outside your control, and determined by the scenario designer, especially EW, and the size of the forces. Some scenarios even offer a WP command cycle advantage: low EW, focused force, and confused and jammed NATO opponent.
William
On Target Simulations LLC
pzgndr
Posts: 3741
Joined: Thu Mar 18, 2004 12:51 am
Location: Delaware

Re: Command Cycles

Post by pzgndr »

Very well, I'll see how it goes when I get a chance to play. The game mechanic of shorter or longer command cycles is something I still try to understand. It's a subtle thing, and yeah Nato should be able to gain an advantage.

There's also the issue of Nato TOCs at the Bn level versus Soviet/Warsaw Pact TOCs at the Regt level. Nato forces can generally issue more orders to lower level units than OPFOR, but OPFOR makes up for it with battle drills - orders to whole Bn or Co units. I wasn't seeing this addressed or resolved in FCSS, or maybe it was later. IDK. C2 is complicated and difficult to integrate into a game. I'll try to be more open-minded with FCCW.

BTW, personal gripe, I looked at the new Regulars Forward scenario and it's missing D-7/6 Inf like before. Yes, we had D companies back then and I commanded D-7/6. Shaking my head ruefully... :roll:
Bill Macon
Empires in Arms Developer
Strategic Command Developer
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