Tips and notes on control and command

Steel Panthers III had several items added to it in an effort to inprove the playability and realism of the game. To add to realism, SSI added Command and Control, to mimic the effects of the "fog of war" - the confusion and uncertainty that troops experience in combat; "Is it a friendly" - "Am I going in the right direction?" - "My corns hurt, I ain't doing that", etc.
Also, It tries to duplicate the fact that before any situation in combat, the Colonel would tell his Majors what he wanted to do - " We are to take Dog -Leg Hill", "Division wants a spoiling attack tommorrow night." "Have a company advance to contact", etc. And , like the old phrase about passing the buck, it would filter down till the Sgts in charge of their squad had the right general idea of what was needed to be done to accomplish their mission.
Details on this are on page 23 of SPIII user manual, and it is fairly complex. Basically, you need to have orders to move to areas that are not the formations/units current objective. At the start of ea turn , leaders recieve new orders, at least one up to ten. The number of orders allotted is based on the leader's command rating and the nationality's command rating based on this formula:
command rating + (a random number from 0-9) -40 + nationality command rating) divided by 10 (SHEESH! shut off country training- makes this easier and less time consuming to do it unless you live for complexity)
The nationality command rating is Appendix A- Nationality command ratings on pg 80 of manual
Leaders may retain unused orders from the previous turn and add them to the newly recieved orders The max amount that can be retained is determined by rank of the leader
pvt, cpl = 0
sgt, 2nd lt, 1st lt =1
capt, maj , lt col. =2
col, gen =3
The total number of orders a leader has available at start of the turn is = to his retained orders + his newly recieved orders
Adverse morale affects the orders as well.
buttoned = orders halved
pinned = orders halved
retreating and routed = orders reduced to 0
With control on unit stance must be changed manually either to advance or defend.
Units in advance with good morale may be moved or fired by the owning player.
Units assigned to defend may fire but cannot move, and will dig in (all units except for gun units) and they haven't shot at anything in their turn
If a defending unit is forced to retreat, then stance automatically goes to advance
The number of turns to dig in depends on troop quality and its level of suppresion, and your sappers in adjacent hexes will help speed up the process, it usually takes a couple of turns to dig in.
Formation Movement Objectives- the key to winning using control
Formations may be assigned objectives to reach. Whenever a new one is selected for a formation, units then in contact (physically or by radio) with the formation HQunit are given the new objective. Units not in contact will not recieve the new objectives until the turn they re-establish contact with their HQ. Objectives can only be given to the entire formation. but units in a formation can have different objectives depending the state of contact with their HQ, as new objectives are selected.
Units in advance may move towards a their objective without using any of the leader's orders, hexes that the unit can reach without expending orders are highlighted. You can use available orders to move units to non highlighted areas, as long as you are not in the move all formation mode.
A unit that wants to move in a direction that is not towards their formation objective requires a leader in the chain of command(COC) to spend one or more orders. If you ain't got enough orders, you can only move in the highlighted hexs. Units set to defend can be given objectives, but must be in advance mode to move towards them.
When a unit is active, it determines which HQ it thinks it should obtain orders from at that moment, and that HQ's letter designation and the number of orders the HQ unit has available are displayed in parenthesis at the bottom of the screen.
If a unit has multiple HQ's it can draw orders from, the selected HQ can change during the turn as orders are expended.
Scout and recon units do not need objective or orders to move!
Unit actions that require a leader to spend orders
Certain actions require a leader in the chain of command to spend orders- He must be in physical or radio contact with the units in question

top number for units in physical contact, bottom number for radio contact

single unit movement not toward objective

1

2

request indirect fire(per arty unit)

1

1

change formation objective

3

3

change mission, single unit

1

2

change mission- all units in formation

3

3
When you are planning a indirect fire mission, spotters must have availible orders to spend to plot a fire misson or strike. certain units like U.S. Fists don't need orders to set fire missions. There are some others, I ain't tellin' heheh.

CHQ link command control represents the unit's ability to follow orders, and is dependent on the contact it has with the formation's lead unit. units are either in or out of contact. A unit loses contact with the formation unit HQ if it is not adjacent to it unless it is equipped with a radio, in which case it attempts to retain radio contact.
Example: you have a company of 5 tank platoons (bo to b4) without radios and the current active unit b3 is 2 hexes away from bo(formation leader, or HQ unit) tThis means b3 is out of command control, which affects the units ability to move.

Well, I hope this makes sense. I think it adds another dimension to the game, and keeps it from getting stale, and adds realism.

SKURVY

Some comments

Staying true to facts
During WW2, after '43 the Germans were generally outnumbered in any engagement by a fair margin. In Russia, 11-1 was a common ratio, In Italy and Europe, 5-1 or more, with the odds getting longer for the Krauts as you got closer to wars end. The Russians in particular had just a load of anti-tank guns from 20mm and up, sometimes 12 guns to every German armored vehicle. Also the Allied forces had more artillery than tanks, in most cases. As to air, the Germans were lucky to have spotter aircraft in operational area after August of '44. They had no control of air at all in most cases. A German tank moving in daylight( or any German vehicle or formation) would have been strafed and bombed to hell. I read somewhere that the Germans laughed at our US tanks, Disrespected our troops as amateurs, but ran for the bunker when they saw a butterbar(2nd Lt.)with a radio, 'cause they knew that the mighty US ARTY was on the way. US ARTY was superior to ALL the others because they could consolidate fire from several batteries from different areas onto one target faster than anyone else. also, we had a early version of a computer that had worked out all the variables for assigning a fire mission. all the battery commander had to do was look up some tables, consult a little wheel like gizmo, and BOOM!


Regarding Autofire-

It seems that we are evenly divided over the auto fire issue. Everyone has strong opinions as to its use, and I wanted to explain my take on it. We do use the hidden fire, the ammo option, country training, Morale, etc. However, no game can approach the things found in real life combat.
As to auto fire, I am not in its favor. I feel it is gaming it to an extreme. Historically, in combat, a unit that is sitting still, in a rough or urban area, or well concealed, has an advantage over an attacker. This is an undeniable fact. Even the most green and inexperienced troops can shoot in the enemy's general direction, causing a degree of suppression. A veteran soldier seeks these strong points out to use as a matter of course. The enemy is forced to either spend troops or artillery assets to dislodge such a emplaced foe. Auto fire throws thousands of years of strategy and tactics out of the window. As for myself, I find it possible to dislodge ANY enemy from ANY position without auto fires use in the game, evenly matched assets notwithstanding. In my opinion, auto fire is a crutch to those who are 'tactically challenged', no insult intended. I feel like if auto fire is allowed, then let's just change the map to tabletop desert and have a shooting match, forget manuver and tactics and just blast away. Auto fire is the same as the 0.2 artillery cheat in my view. If we allow one we should allow the other. As far as it being a reward for the attacker, it penalizes the player who reads the terrain of the map and attempts to use it to his advantage, like any good tactician. If my foe takes a strong point, so what? I will either go around, or bring up more forces, or arty his butt - he won't find sitting still to be much of an advantage then, rather he will find it to be a detriment instead. Remember, you are just as entitled as he is to make use of the terrain. I have played a hellava lot of games online since last August, and 100's PBEM before that. I have used auto fire as a tactic, and it calls for totally diffrent tactics, equipment, and troops - usually massed infantry AT and really cheap transport in front, and keeping your bigger assets in the rear and attriting the foe with massed fire missions - BORING! (I do feel it has a place though, using it vs apaches is the only time I would allow it.) It has been recognised that player one has a built in advantage because he can get to strong points first, putting player 2 at a minor disadvantage.
Since the group is evenly divided, If both opponents agree on the use of autofire for their match, then fine. I myself would rather quit than use it. Since many other players of good caliber on line feel as I do, I'll just go find another game.

Skurvy's Game Archive.

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