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C and C On?
Posted: Mon Nov 03, 2003 11:46 pm
by Adamo
I've always played SpWAW with CC off but I decided to try a small battle against the AI with CC on and I had no idea what I was doing.
How does a typical turn go when using CC on? I've read alot about assigning orders and how a leader only has a certain numbers of 'orders' per turn. Do you begin a turn by going to the Headquarters menu and assign orders?
I know I've asked a lot here but any tips or advice on the basics of playing with CC on would be greatly appreciated.
adamo
Posted: Tue Nov 04, 2003 8:05 pm
by challenge
In the gray area at the bottom of the screen where all the unit info is, There is a listing for ORDERS. This tells you which unit the current unit is getting command points from and how many are available.
It costs 1 CP to change a unit from advance to defend; it takes 3 CP to change the entire formation (usually the squad or section). With C&C ON, your units are limited to moving inside a highlighted area -- you can move a unit outside the marked area, but it costs 2 CP. Setting objectives covers the low level formation and takes 3 CP. Calling in artillery cost 1 CP, adjusting art fire is free.
The fun/annoyance of C&C is that you need to set your objectives, than save up the points to change what you need to. Since all "0" units collect CPs, even single-man sniper units accumulate their own. When a formation uses up it's own leader's it takes from the next 0 unit in the chain of command. (Pltn, Co, A0 is the usual chain.)
Turn sequence doesn't really change all that much. You have to make decisions about whether you want to dig in the platoon or the unit, or whether you need to change the objective hex the formation is moving toward. If you call in arty, who has the points and the skill to make it effective? Your troops don't automatically dig in with C&C ON.
The only major differrence is that you have to pay CPs to adjust what your formations are doing. If you are getting a message that you're using up your orders, so units aren't doing what you want or are unable to move, then you are most likely moving individual units out of the objective movement zone. (The highlighted movement area.) This would cost 2 CP/unit moved that way, and would drain the chain of command of CPs pretty quickly.
Recon
Posted: Tue Nov 04, 2003 11:12 pm
by Grimm
Also, Recon units take on a new benefit. A recon unit can move outside of its order area without paying the CPs. If you click once on the unit the path to its assigned location shows up. Click again and all available directions show up.
Posted: Wed Nov 05, 2003 1:24 am
by Belisarius
Grimm wrote:Also, Recon units take on a new benefit. A recon unit can move outside of its order area without paying the CPs. If you click once on the unit the path to its assigned location shows up. Click again and all available directions show up.
Recon units are worth their points in gold with CC on.

Posted: Wed Nov 05, 2003 1:39 am
by Procrustes
Couple of other things.....
It only costs one order to move outside the "marked area" if your unit is in direct contact with it's headquarters unit.
Your headquarters unit will loose all it's orders if it is routed/retreated, so protect them!
Higher ranks gather more orders between turns - there is a chart in the manual somewhere.
Make a note of which units don't have radios - they will be out of contact whenever they are more than 3 hexes from their CO. (I often rename such units by putting a minus sign at the end - for example, ".30 cal mmg" becomes ".30 cal mmg-".)
I like the effects that C&C has on arty a lot. With C&C off your spotters can call down unlimited fire missions each turn - gets ridiculous. With C&C on, you become a lot more careful about using your FO's orders to call in arty.
Best,
P.
Posted: Wed Nov 05, 2003 2:27 am
by Adamo
That clears quite a bit up for me.
Do you guys set all your units to computer control or do you manually move all your units?
thanks guys
Belesarius and I are having my
Posted: Wed Nov 05, 2003 2:38 am
by Gary Tatro
first and his second C&C battle. So far it is actually not that difficult to get the hang of it. I forgot to set my location points for my units at the beginning of the battle so all of my units were going backword.

It took about 4 turns to get them all turned around. But it was not a bad thing. Bel got impatient and moved units where he should not have.
Besides that it really is not that much different from regular SPWAW. A little more slow. But still fun.
Posted: Wed Nov 05, 2003 2:42 am
by Belisarius
Gary Tatro wrote:first and his second C&C battle. So far it is actually not that difficult to get the hang of it. I forgot to set my location points for my units at the beginning of the battle so all of my units were going backword.

It took about 4 turns to get them all turned around. But it was not a bad thing. Bel got impatient and moved units where he should not have.
Besides that it really is not that much different from regular SPWAW. A little more slow. But still fun.
My opinion too. It adds to gameplay, since your '0' units suddenly become very valuable. A platoon HQ is just not a "reduced squad" anymore, it's worth more than any full squad in the platoon.
As Gary said, a little bit slower. And as I discovered, if you rush out into a position where you don't want to be (sniff...my Panthers), it's VERY hard to make them just turn around and head for safety. Even more so if the commander sits in a shrubbery 500m back without a tank!

Posted: Wed Nov 05, 2003 3:31 am
by challenge
Adamo wrote:
Do you guys set all your units to computer control or do you manually move all your units?
Personally, I never use computer control. Tried that once or twice and you have to be really careful.
A THINKING MANS GAME
Posted: Wed Nov 05, 2003 4:27 pm
by MOTHER
Everything above is true.Computer control is good for setting up your inital objectives["gotta get there to observe the crossroads" ] before you can safely[if there is such a thing] commit to your overall plan.
It takes paitence and skill to maneuver a large force if thing go awry,thats why you start off with little battles to practice the "art".
People say after turn 5-7 the battle is basically determined or predictable-against the AI or C&C OFF: YES-But with C&C ON -taking that "extra" shot to kill at 60% be found or be able to retreat/hide to fight another day before being overwhelmed by 10 x t34's.COOL AND CALCULATED.
I have said it once and I will say it again-a chicken can run around with its head cut off but in the end does it make it a smarter chicken because it can?

Good on you Gary Tatro for taking the road less travelled!-I treat your postings with a bit more respect now your off your training wheels.

Posted: Fri Nov 07, 2003 3:20 am
by Major Destruction
Good point Mother!
Playing with C2 set to OFF is like using training wheels. :sleep:
Once you master the use of C2 set to ON you'll begin to agree with me, I hope, that only wimps play with C2 OFF.
