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Section Leaders:
Fionn Kelly & Madmatt


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MAKING
THE OBVIOUS EVIDENT - MANAGING HQ UNITS |
By Ron Alderdice —
Ariel Ledesma Becerra
(thanks to James Bailey for
proofreading)
After playing several PBEM games and
browsing the messages on the CM forum, we have observed several
differing styles of HQ usage. These ranged from using HQ's as recon and
combat units to those who maximize the HQ's special abilities most
effectively. This short article is aimed at the newcomer who looks at
the HQ as just another unit to throw into the fray, although there
might also be a useful gem or two for the veteran.
On a satirical note, we start by
classifying players by their use of HQ's according to the following:
A — The Troglodytes
B — The Pedestrians
C — The Nestorians
The Troglodytes are characterized by
their amazing similarity to the AI. They think nothing of sending HQ's
in the van of their attack, after all they have little combat value and
can be quite useful in drawing fire or scouting the enemy's positions.
They are often left frustrated, wondering why their units are so slow
to respond and are in such a state of disorder. They marvel at their
opponent's decisive moves and lament their own bad luck as they watch
their troops being cut down, time after time. Their chant is 'Next
game!'.

As
the HQ unit was eliminated, the Squads run in Panic
The Pedestrians are as featureless
as the men and women you pass on the street every day as they dutifully
work their 9 to 5 jobs. They will insure that HQ's maintain their
command and control but not much else. Little can or should be said of
them. Mediocrity is their byword.

An excellent
Platoon Leader is in command.
The Nestorians, like the counselor
for the Greeks of old, are sagacious and keenly perceptive their HQ's
role will play in battle. They meticulously analyze the abilities of
the HQ and it's platoon, giving it the assignment that best suits it.
This could be as simple as an assault for the Combat skilled HQ or an
ambush for the Stealthy one. They look at troop quality and response
times, seeking to create an elite group under the command of a unique
leader to deliver the coup de grace or to stave off defeat. They
distinguish themselves by being in the right place at the right time
with the right troops. You can often hear their cackle of glee at
game's end.

This Mortar is firing to
something that he doesn't see.
But the HQ is has a perfect LOS to the target.
HQ's are as important as the Panther
or Firefly you carefully maneuver, and in order to play well you will
need to know their function and capabilities. HQ units reflect the
Command and Control (C&C) element of the platoon organization,
platoons being autonomous units in CM. C&C simulates the platoon's
ability to communicate with each other and to be efficiently led in
combat. Vehicles, being independent, are not subject to C&C.

See the delay
time this Conscript squad has to begin to run…

…
and now, the same squad in C&C from a Command +2 Bn HQ.
Squads out of C&C have added
delays to their orders, depending upon their experience, and are less
combat able, being more susceptible to panic under fire (see Table 1).
This is the reason why the TacAI will specifically target HQ's,
attempting to eliminate them. The effective C&C range varies with
such factors as Experience, leadership bonuses, and LOS (see Table 2).
However it is usually 20 to 80m. Squads and MG teams out of C&C are
not able to perform ambushes and onboard mortars are not be able to
fire indirectly without a HQ. For a platoon to be used decisively, the
HQ must be close enough to maintain C&C yet still removed from
enemy fire to ensure it's survival and the continued effectiveness of
the group.
 
This is the
C&C radius of a HQ unit without Command Bonus and good LOS
 
…
And this one is with a Command Bonus +2.
While the C&C hierarchy of
Company and Battalion commands isn't represented in CM, the Senior HQ's
can and do play a vital role in a player's force. These Company and
Battalion HQ's can act as a rallying point for broken and routed
squads, and lead a heavy weapons support group or command a
maneuver/reserve element. This last ability can be a flexible and
potent weapon in the hands of a capable player, as squads detached from
their parent Platoon HQ are still in C&C if traced to a Senior HQ.
In effect, this creates another deployable 'platoon'.
Some HQ's have exceptional leaders
with special abilities. These traits can determine and should influence
what assignment a platoon will be given.
Command
Bonus: exerts a longer C&C radius and units under their command
will have smaller delays.
Morale
Bonus: will speed up the recovery of panicked/broken units and will
make them calmer under fire.
Combat
Bonus: units will deliver fire more effectively.
Concealment
Bonus: units will move more stealthily and is harder to see it when
executing an ambush.
Note: when the symbols are in
a frame, this means the bonus is doubled.
In conclusion, HQ's represent an
integral part of a player's force. Efficient and intelligent use will
separate the average commander from the good one. Their misuse could
very well spell the difference between victory or defeat. Good gaming.
Table 1 - Delays
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SQUADS
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Conscript
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Green
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Regular
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Veteran
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Crack
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Elite
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No HQ
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70s
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50s
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33s
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20s
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13s
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8s
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HQ
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50s
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33s
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20s
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13s
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8s
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5s
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HQ +1
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33s
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20s
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13s
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8s
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5s
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3s
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HQ +2
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20s
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13s
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8s
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5s
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3s
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1s
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SUPPORT TEAMS
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Conscript
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Green
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Regular
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Veteran
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Crack
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Elite
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No HQ
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50s
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33s
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20s
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13s
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8s
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5s
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HQ
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50s
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33s
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20s
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13s
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8s
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5s
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HQ +1
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33s
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20s
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13s
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8s
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5s
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3s
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HQ +2
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20s
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13s
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8s
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5s
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3s
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1s
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SHARPSHOOTERS
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Conscript
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Green
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Regular
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Veteran
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Crack
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Elite
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No HQ
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33s
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20s
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13s
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8s
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5s
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3s
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HQ
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33s
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20s
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13s
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8s
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5s
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3s
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HQ +1
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33s
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20s
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13s
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8s
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5s
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3s
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HQ +2
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20s
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13s
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8s
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5s
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3s
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1s
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Table 2 — Command Range
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Conscript
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LOS
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No LOS
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HQ
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40m
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20m
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HQ +1
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60m
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30m
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HQ +2
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80m
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40m
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Green
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HQ
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45m
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22m
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HQ +1
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67m
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33m
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HQ +2
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90m
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45m
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Regular
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HQ
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50m
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25m
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HQ +1
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75m
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37m
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HQ +2
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100m
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50m
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Veteran
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HQ
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55m
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27m
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HQ +1
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82m
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41m
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HQ +2
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110m
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55m
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Crack
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HQ
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60m
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30m
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HQ +1
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90m
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45m
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HQ +2
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120m
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60m
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Elite
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HQ
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65m
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32m
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HQ +1
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97m
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48m
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HQ +2
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130m
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65m
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