NavBar

News
Updates, Info and the POTD

CMHQ Chat
Come on in and Chat with us

New Mods
Termporary 'Holding Area' for some all new mods.


CMMOS
Support Area and Mod List for the incredible Combat Mission Mod Option Selector Utility.


CM Meta-Campaign
News, Articles and Rules for this massive RPG Campaign

Combat Missions
Temporary "holding area" for files transferred to CMHQ


Mad-Dog Mod Packs
Downloads and info on these Graphic and Sound Packs


3rd Party Mods
Sound and Graphic Modifications from user submissions


Articles

Tactics, Military History, Reviews and General Interest

Patches / Demos
Game Demos and Patches for Combat Mission


Scenarios/Operations 
Dloads, Analysis and Tactics on exclusive CMHQ battles

POTD Archive 
Dedicated Archive for all those scrumptious Pictures of the Day


After Action Reports
Battle reports from different scenarios- Demo and Release


Heroes Corner
Stories, and pictures of Heroes from Combat Mission


Special Events
Pictorial
Extravaganzas featuring standout aspects of CM

New Features
Themed Picture Galleries featuring various game facets


Archives
Older News, AAR's and Features

Submissions
Guidelines on Submissions for Articles, Heroes, Pics and MODs

Links
Other sites supporting Combat Mission

 

  

Section Leaders:
 
Fionn Kelly & Madmatt 

 

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

SQUADS

Conscript

Green

Regular

Veteran

Crack

Elite

No HQ

70s

50s

33s

20s

13s

8s

HQ

50s

33s

20s

13s

8s

5s

HQ +1

33s

20s

13s

8s

5s

3s

HQ +2

20s

13s

8s

5s

3s

1s

SUPPORT TEAMS

Conscript

Green

Regular

Veteran

Crack

Elite

No HQ

50s

33s

20s

13s

8s

5s

HQ

50s

33s

20s

13s

8s

5s

HQ +1

33s

20s

13s

8s

5s

3s

HQ +2

20s

13s

8s

5s

3s

1s

SHARPSHOOTERS

Conscript

Green

Regular

Veteran

Crack

Elite

No HQ

33s

20s

13s

8s

5s

3s

HQ

33s

20s

13s

8s

5s

3s

HQ +1

33s

20s

13s

8s

5s

3s

HQ +2

20s

13s

8s

5s

3s

1s

 

Table 2 — Command Range

Conscript

LOS

No LOS

HQ

40m

20m

HQ +1

60m

30m

HQ +2

80m

40m

Green

HQ

45m

22m

HQ +1

67m

33m

HQ +2

90m

45m

Regular

HQ

50m

25m

HQ +1

75m

37m

HQ +2

100m

50m

Veteran

HQ

55m

27m

HQ +1

82m

41m

HQ +2

110m

55m

Crack

HQ

60m

30m

HQ +1

90m

45m

HQ +2

120m

60m

Elite

HQ

65m

32m

HQ +1

97m

48m

HQ +2

130m

65m

 

 

 

                                          Footer