Command

Headquarters units (HQ’s) have a large impact on the effectiveness of other units in game. There are many different levels of HQ units represented, the highest level of which is an Army Group. An Army Group is made up of several Armies and an Army is made up of several Corps. A Corps is built upon several Divisions and a Division in turn has several Regiments in it. Each of these levels may potentially have an HQ represented as a unit on the game map. This HQ unit performs a number of game functions such as providing Supply, and assistance in recovery of Disruption and Broken units.


The state of Disrupted indicates a breakdown in Command in a unit. In addition, for Headquarters, the state of Out of Command represents an inability to support subordinate units. Disruption can occur as a result of combat. When a unit must take a Morale Check as indicated by the Combat Results and fails that Morale Check, then the unit becomes Disrupted. If it fails while being Disrupted, then it becomes Broken. Broken units cannot fire or assault attack and cannot spot enemy units in detail, only as Unknown enemy units. Disrupted units suffer effects to their combat ability and their ability to perform special functions.


Headquarters

Headquarters units are not combat units in a true sense as they and cannot fire on nor assault other enemy units. They can defend as well as provide AA fire. Each HQ unit has a Command Range whose Nominal value (see below) is indicated in the alternate Hex Info Area values as the HQ value in the Scenario Editor and Main Program. The Command Range of a unit will vary depending upon the Nation, the HQ Level (example: Army, Corps or Division) as set in the Order of Battle Editor by the Scenario Designer. For example, an Army will usually have a larger Command Range than HQs under its control, but the Command range itself can vary from 10 hexes to 25 hexes. A Corps HQ will have a range of usually 10 to 15 hexes and a Division HQ is normally in the order of 5 to 10 hexes.


Nominal Command Range

The Command Range of an HQ unit as given in the Order of Battle is modified by the Quality of the unit to give the Nominal Command Range of that unit:

  • HQ’s of Quality A have 2 added to their Command Range.
  • HQ’s of Quality B have 1 added to their Command Range.
  • HQ’s of Quality D have 1 subtracted from their Command Range.
  • HQ’s of Quality E have 2 subtracted from their Command Range.
  • HQ’s of Quality F have 3 subtracted from their Command Range.

The Nominal Command Range is the value displayed in the alternate Hex Info Area as the HQ value.


Modified Command Range

The Nominal Command Range is modified according to certain conditions:

  • Disrupted HQ’s have a 1/2 Command Range.
  • Broken HQ’s have a Command Range of 0.
  • HQ’s in Travel Mode have a 3/4 Command Range.

This modified value is then used in the determination of command and recovery as explained below.


Note: there is no other penalty or automatic loss command status for moving an HQ unit. An HQ unit that moved in the previous turn is treated no differently than one that has not moved, subjected to range modifications above such as HQs in Travel Mode.


Detached Units

When a unit is beyond the Nominal Command Range of its HQ unit, or that HQ does not exist, then the unit is considered Detached. Units that are Detached have their unit name shown in Yellow. In addition, the Detached option of the Highlight menu can be used to identify those units currently Detached. When only Detached units are available to spot for indirect fire or air strikes, then the attacks are half value.


The Command Test

At the beginning of a player’s turn, a Command Test is performed for all HQ units for that side. The Command Test begins with the highest level HQ units for that side and for that scenario. Given a Global Supply Value of X% for the HQ side, the HQ will be in command if a randomly generated percentage is less than this Supply value.


Example: suppose that the highest level HQ for the German command is a Modern Corps and that the Supply Value is 80%. There is thus an 80% chance that this HQ will be In Command in any given turn.


The highest level HQ units are marked as Out of Command if they fail this test. The Command Test then proceeds down the chain to the next level of HQ units. For these HQ units and all others in the test, the HQ has two chances to pass the Command Test. The first chance is based on the Supply test previously mentioned. If the HQ fails that test, then it is given a second chance provided that its superior HQ is not Out of Command. If the range from the HQ being tested to the superior HQ is R hexes, and if the superior HQ has a Modified Command Range of C, then the HQ unit passes the second test provided that a randomly generated number between 0 and 1 is less than C / (R + C). The Command Test proceeds from higher level HQ’s down to the next level until all HQ units have been tested.


Example: We will continue with our example from above where that Modern Corps passed its Command test. Suppose the process moves down to the HQ of the 3rd Modern Division where that Division HQ fails the Command Test based on the Global Supply value (which was set at 80% in the above example). Since the Corps HQ is In Command, then a second test is performed. Suppose that the range from the HQ of the 3rd Modern Division to the 24th Modern Corps HQ is 10 and that the Command Range of the Modern Corps HQ is 15. Then there is a 15/(10+15) or 15/25 = 3/5 chance that the 3rd Modern Division HQ unit will pass this test and thus be In Command.


Disruption Recovery

At the beginning of each player turn, there is a test to determine if Disrupted and Broken units on that side recover. Broken units at Maximum Fatigue cannot recover. The closer a disrupted or broken unit is to its HQ and the higher its morale, the better its chances of recovery are.


For all other units, a preliminary range test is performed for the unit. If the unit has an HQ with a Modified Command Range C that is In Command at a range of R from the unit, then the range test is passed if a randomly generated number between 0 and 1 is less than C / (C + R).


Example: Suppose you have a Disrupted unit at a distance of 12 hexes from its Divisional HQ. This HQ is In Command (not Out of Command) and it has a Command Range of 8. The range test for this unit would be based on the probability 8/ (8+12) or 8/20=2/5.


You can see from the above formula, that if the Disrupted unit was at the limit of the HQ Command range it would have a 50% chance of recovery as if the Command Range were 8 ( C=8 ) and the Range in hexes was 8 ( R = 8 )


C / (C + R)

8 / (8 + 8 ) = 8/16 or 50 %


If the unit passes its range test, it moves to the next test based on Morale. If the unit fails its range test, then 50% of the time it too moves to the morale test and 50% of the time the test ends at this point in failure and no change of unit status.


Otherwise, the current Morale value of the unit is determined based on its Quality and all applicable modifiers. This is converted into a value between 1 and 6 using the mapping A=6, B=5, …, F=1. The unit will pass the test and be recovered from Disrupted or Broken, if a random die roll from 1 to 6 is less than or equal to the Morale value. When Broken units recover, they become Disrupted.


Example: Continuing from our example above, If the range test were to fail, then based on another random determination, 50% of the time the test would fail at this point. Otherwise, if it were to succeed, the test would then move on to the Morale value of the unit. Let us say this unit has a morale of A. Since A=6 in this test, this test would succeed and the unit would be recovered from Disruption. But if the Morale of the unit were a D, and D=3, than there word only be a 50% chance of Disruption recovery.


If a Disrupted units HQ is Out-of-Command or eliminated and not in play, then the unit may still recover, based on ½ the probably of the recovery based solely on the Unit Morale check.


HQ Recovery

Headquarters units that have been eliminated are eligible to be restored on a subsequent turn. This is automatically determined at the beginning of the player turn and reported in the Command Dialog of the Main Program. The probability that an HQ will be restored is based on the Quality of the unit with higher Quality units having a higher probability. An HQ unit that has been eliminated is eligible to be restored on each player turn following its elimination. However, the HQ does not perform its functions on the first turn it is restored. The HQ unit is restored with a randomly determined strength and is Disrupted on the first turn it is restored.

Electronic Warfare

Based on the Electronic Warfare Parameter Data values, there are two effects in the game associated with Electronic Warfare. If these values are zero, then the Electronic Warfare effects are not present. The Electronic Warfare effects determine your ability to detect and jam enemy HQ units. These effects will be reported in the Command Dialog at the beginning of your turn. The effects will be reported as:

  • SIGINT detects enemy HQ at (hex coordinates). This allows you to detect an enemy HQ that would otherwise not be visible to you. The HQ unit is shown as an Unknown unit on the map. You can detect enemy HQ units that are within twice their command range from one of your units.
  • Enemy jamming affects HQ at (hex coordinates). This alerts you to the fact that one of your HQ units is being jammed by the enemy's Electronic Warfare. An HQ unit that is jammed becomes Out of Command. You can jam enemy HQ units that are within their command range from one of your units.

In addition, you should be aware that the enemy's Electronic Warfare may be detecting your HQ units that are otherwise out of sight and this may result in air and artillery attacks against them.