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General Bordinko
December 17th, 2009, 11:56 PM
C3I order system.

Whoever gets me their orders for their units first will go first in combat.
Example:
I have an email from BAS at 730 and a PM from Colon at 731

I run BAS's orders first,
Colon next

Now say that colon and matt attack BAS from nation 4 to province 10, while BAS has planned to attack into colon's and matt's attacking military at nation 4 to province 10.

I have an email from BAS at 730 and a PM from Colon at 731 and a email from matt at 800

BAS's order will countermand colon's order because it hasn't kicked off yet. Matt's forces will help defend the same province.

"Get there firstest with the mostest" is the number one rule to the order system.

In order to streamline the way that you give me information I am setting up a standardized order system. You tell me what you want your division to do by giving me one of these orders:

For the attacker:
Assault
This represents a particularly forceful sustained attack where the attackers will attempt wear down the opponent. Used to wear down enemy units

Encirclement
The attacking force will try to pin down and encircle the defenders in a small area of the province. Used to prevent defenders from withdrawing.

Breakthrough
The attacker will focus all of their efforts to overrun an enemy's defenses in part of the province. Self explanatory

Feint
The attacker will use only a light force in a attempt to draw enemy forces away from the actual target. Used for recon in force.

Not one step back!
The attacker concentrate his entire army into taking this province. There will be no stopping and no retreat. Death or glory.

For the defender:

Counterattack
This is a concerted attempt by the defending side to launch a minor counter-offensive to disrupt the enemy's plans. You can place a division into counter attack status so that they will react at an attack within move distance. Cannot move and then be issued this order. Unit must be stationary for this turn.

Delay
The defending side is employing a delaying action so that it may hold until reinforcements arrive. Self explanatory

Tactical Withdrawal
The defender is making a careful tactical withdrawal out of this province so that they may fight at a later time. Once attacked you will withdraw to another province trading land for time.

Hold the line
The defending side will resist until the end. None will survive.



Other Orders:

Bombardment (Attacker) Danger Close (Defender)
Any arty piece may move one and attack into an adjacent province. Arty may not move again until next turn. This works for the attacker and the defender.

CAS
All airplanes will be loaded with multirole ordnance only.

CAP
All aircraft will be loaded with air to air ordnance only

Consolidate
During the course of combat many units will be lost. Using this order you have the ability to reform your forces from all you provinces. The selected units will be taken out of combat for 1 turn to be reformed where the new parent's division is located. If the forces that you wish to consolidate are in the same province then you do not need to wait one turn to be combat effective again. This order will work at the company level. However you cannot exceed your nations limits on companies/brigades.

Example 1:
I have an email from BAS at 730 'Defend 4-10. 1st Division "Hold the Line"' and a PM from Colon at 731 'Attack BAS 4-10' with the 9th Infantry Division "Feint"'

Both orders are successful. BAS's forces will attempt to hold the line and Colon's force will attack and then break off after a few turns of attack.

Example 2:
I have an email from BAS at 730 'Defend 4-10. 1st Division "Tactical Withdraw"' and a PM from Colon at 731 'Attack BAS 4-10' with the 9th Infantry Division "Encirclement"'

Both orders are successful. BAS's forces will attempt to withdraw but will not be able to because Colon's force will encircle his forces. Combat will continue for a standard number of turns.

Consolidate Example:
In the last attack into 3-20 BAS has lost 50% of division A. In a previous battle into 3-7 BAS lost 75% of division B and 75% of division C. BAS will issue a consolidate order so that 25% of his choosing from division A will be attached to divisions B and C. Division A will be no more and divisions B and C will be taken out of combat for 1 turn as they consolidate their forces. However if A, B, and C are in the same provience then they do not need to spend a turn consolidating.

SWATJester_os
December 19th, 2009, 06:50 PM
posting for reference

General Bordinko
December 31st, 2009, 03:02 PM
Added orders:

Bombardment (Attacker) Danger Close (Defender)
CAS
CAP
Consolidate

ScAvenger001
December 31st, 2009, 06:07 PM
That's great, but what do they do?

BAS
December 31st, 2009, 06:13 PM
look at the OP, you dummy

ScAvenger001
December 31st, 2009, 06:28 PM
Who the hell looks at the OP, unless they're some kind of wierdo? You freak.

BAS
December 31st, 2009, 06:29 PM
why is my alliance full of fucking idiots

/kim jong il

Fallschirmjager
December 31st, 2009, 07:16 PM
Because you're all getting rolled lol

General Bordinko
January 1st, 2010, 03:14 AM
:facepalm:

Captain Colon
January 3rd, 2010, 01:35 AM
That's great, but what do they do?
aren't they kind of self-explanatory?

ScAvenger001
January 3rd, 2010, 02:15 AM
I like to see details, and if possible actual stats. That's just my personal preference.

Captain Colon
January 3rd, 2010, 05:21 AM
Unless explicitly mentioned I will assume that all aircraft will be participation in the ground defense or assault.

Therefore each aircraft will carry their bomb ordinance and their air to air ordinance.

With this in mind each defending and attacking fighter bomber and COIN fighter bomber will have four air to air shots.

CAS will have two air to air shots (representing defense missiles).

Bombers and air/para transports will have no air to air offense or defense.

However if you decide to strip the bomb ordinance off your aircraft then they may have six air to air shots but cannot participate in the ground offensive.
CAS = can participate in ground attacks, as well as fire 2 or 4 shots in air-to-air battles depending on unit type
CAP = can fire 6 shots in air-to-air battles, but cannot support ground units
:huh:

Bombardment/Danger Close = Unit becomes available as off-map artillery for units fighting in the selected province.