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Old November 27th, 2011, 03:08 PM
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Default Re: distance for company CO and the battalion CO

Quote:
A0 - in the rear and near nothing that will draw enemy indirect fires (do not sit him by arty, or AAA positions, or some SFMG that start blatting away etc). Put him on his own hill with a view of somewhere useful that he can use his observer skills on, maybe.

Do not get him into combat situations, nor convert him to a vehicle or whatever. Too valuable to lose.
Just quoting myself really - but more on the overall commander (A0)

In the old Steel Panthers 1, players only had a small number in the campaign core (about 24 as far as I recall). Thus, it paid to "Rambo up" the A0 into a combat unit and get him stuck into combat, since he was about 5% of your core troops.

However, with the increased size of cores in the Camo games, this is absolutely not necessary any longer.

A0
--
- Is the overall commander, and his loss will terminate any campaign (bar 2 player PBEM campaigns). He is your on-table representative, after all. (You are not him, you are the all-seeing "Player God" in games)

- Losing him is a big morale blow for your entire force. It's a major element in the calculation for "force broken". When your force is broken, all rallying gets more difficult.

- He represents the rear communications link. If he is KO in any game (not just campaign games) then any comms with off-map units gets more problematic. Arty batteries will tend to be out of contact more often for example.

- If he is left as the default HQ type element, then he is an "FOO lite". He is far better at calling arty than any other non-arty HQ, if not quite at full FOO quality. In a campaign game, you should therefore use him as such - he will gain in the "arty command" statistic, and so get even better at calling in the guns quickly. If you change his element type to a tank or whatever, then he loses this FO ability. As an infantry type element, he is reasonably survivable to enemy arty strikes, and less noticeable than vehicles to enemy air strikes (for example).

So - A0 should either act the WW1 "general in the château" role, hidden somewhere safe in the rear, well away from any other elements which might draw fire (arty say). OR, as I tend to use him, in the rear of the advance on say a hilltop with a good view acting as my #2 arty FOO, but again away from any other troops which may draw enemy fires - esp indirect fires.

Treat him rather like a King in chess, therefore.

Cheers
Andy
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