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Formation assignment

Posted: Wed Oct 15, 2003 7:58 am
by Klinkenhoffen
Hello all,

First a little background. I like to play with the C&C on, so orders become important. I will buy units as a company if I can to get the advantage of having a company comander.

I like snipers. :D

I may also have missed some techo information along the way if the following has been asked before.

Now to the question. If I do nothing then the sniper unit ( we'll call him Z0) will report to the A0 unit so when/if he runs out of orders that is were the next orders will come from.

I want to assign the sniper to the company rather than the battalion. This will allow Z0 to use his orders then report to company commander (BO) and then to battalion commander (AO).

If I assign the sniper to the company during set up it changes from being ZO to B1. As it is no longer its own formation it looses an order advantage.

Is there any way to assign a unit (and not just a sniper) to a company were it will retain its individuality (ie remain as ZO and not B1)

Is doing this unfair and considered to be "gamey"?

IF I REMEBER CORRECTLY

Posted: Wed Oct 15, 2003 1:49 pm
by MOTHER
As I remeber ,to designate "UNIT Z 0 "into the "Boogy Woogy Boys of company B" [SORRY COULDNT RESIST], you delete B0 UNIT before you purchse unit Z0 and when you purchse UNIT Z 0 it shall become the B0 UNIT.
Exception to the rule:When you play ME my inbulit DNA will always sniff out your AO.HAGH! HAGH! HAGH! :D

Posted: Wed Oct 15, 2003 8:53 pm
by rbrunsman
Doesn't a sniper have "recon unit" designation? If so, it can move around freely, IIRC. So, why attach it to anything?

Posted: Wed Oct 15, 2003 9:23 pm
by Sturmpionier
I had a post on this a while back. Basically, grafting a unit onto an existing Comp Comm unit (B0) you won't get any extra rallies. The sniper will treat the B0 as if it were a plat leader. Put him into platoon in company structure and he gets the rally of the zug as well as the company commander.

Posted: Thu Oct 16, 2003 6:07 am
by Klinkenhoffen
Mother,
of course at the moment my snipers are carving "Mother " on their rounds for the next time you pop your head up. :D That will be revenge for the poor old AO minding his own business in the middle of know where. :mad:

rbrunsman,
the problem that I am trying to avoid is, changing stance of the sniper unit using up the company commanders,BO's orders which may be needed by the main combat force within the company. If the sniper can be designated as a platoon within the company then it still gets its own orders but can also use BO's if needed.

Maybe for an unsporting call in of the arty. On that point, is that too gamey. Would a sniper really call in the arty if they had the chance?

Klink

Posted: Fri Oct 17, 2003 4:11 pm
by challenge
Any time you reassign a unit to a different formation it becomes part of that formation's chain of command. As a result your sniper is losing the "command" status of being having its own formation. It shares the CPs of the 0-unit of the formation you assign it to. There isn't any way to keep it as a seperat unit and reassign it to a plattoon or company formation.

I often have snipers traveling with other formations, but don't reassign it. Usually there are enough CPs to move and change stance, or change stance and move, but rarely change-move-change.

One method is not moving it as often. A smiper's best asset is how well it stays hidden, so putting into a covering position and leaving it there until it builds up to it's maximum CPs (something like 4 or 5 IIRC) lets you climb out of the hole, move and then change stance a second time. THe CPs accumulate at the rate of 1 or 2 each turn (depending on rank) so it will be at least two or three turns before you get to do it again.

Snipers are usually pretty bad at calling artillery. If you use the A0 to call it in, and then adjust using the sniper, you can get better response and if the sniper adjusting the fire mission has LOS to the target, you get an inprovement in accuracy -- how much improvement depends on the Artillery rating of the sniper.

Insubordination!

Posted: Tue Mar 16, 2004 5:37 pm
by dthompson
I have been wrestling with the same issue Klinkenhoffen has raised here, and I have found that things can get quite messy and confusing when we start reassigning units in an effort to modify which sub-units will report to a company HQ.

Unfortunately, I don't think Mother's suggestion really helps much here, because if you delete B0 (the company HQ) during the purchase phase and then substitute Z0 (sniper or whatever), then Z0 just replaces the HQ unit rather than reporting to it.

I used to do a lot of that delete / replace trick during the purchase phase, trying to create customized companies (for example, a U.S. Army combat group with two Arm. Inf. Plt. and one tank Plt. instead of two tank and one Arm. Inf.) Recently, however, I discovered after wading well into a big campaign that some of my substitute platoons were *not* subordinate to the company HQ as I had intended them to be.

Weird things happen behind the scenes when we start messing around this way. Have you noticed that when you cycle through your units after such shuffling, the sequence is not the same as how they appear on your HQ screen?

I'm still not familiar with all of the game utilities provided, so maybe there is some way to sort things out. Can any of our veteran comrades here shed some light?

Thanks!

RE: Insubordination!

Posted: Tue Mar 16, 2004 10:40 pm
by mine_field
Any luck if you purchase an inf HQ and assign the units to it?
I don't follow 100% so sorry if this is irrelevant.
I have noticed the mess created in a long campaign by manipulating organization even without C&C on.

RE: Insubordination!

Posted: Wed Mar 17, 2004 4:36 pm
by Sturmpionier
I have never been able to get the reassign button to work the way it seems to be advertised. I have only managed to get it to change the name of the unit organization. When you rally; it makes no check for the new formation. When you cycle through the units; it still uses their old letter designation. [:@]

You want to know how to really do it? Find a unit in a company that you don't mind losing. Then, just change it in the editor. And, don't give me all that "But I want that MG to be a tank and if I just switch it, the characteristics will be off." Just be a man about it and change the unit characteristics in the editor. That is what I do, and works just fine. The new unit shows up in the right place, and takes orders from the right people.

RE: Formation assignment

Posted: Tue Mar 23, 2004 10:14 am
by Klinkenhoffen
I love it when an old thread resurfaces six months later.

To cut a long story short, what I wanted to achieve can not be done. I have just had to learn to work with what it could do.

There was originally around ten replys to this thread so I assume that most were lost in one the hacker attacks over the last few months.

Klinkenhoffen

PS I like snipers[:D]

RE: Formation assignment

Posted: Tue Mar 23, 2004 6:36 pm
by chief
I've a question that might sound simple to CC players but how does a CC player (on) fair when going against a non-CC (off), in a battle. I'm just inquisitive if either has an advantage.
Thanks in advance for any replies.