Graviteam Tactics: Mius-Front

Graviteam Tactics: Mius-Front

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Wenzel Nov 22, 2019 @ 10:22am
Command Level?
Here is my attempt to explain how command works in tactical battles. It has two main functions: 1) restricting micromanagement by the player (too many orders in too little time), 2) morale recovery.

BASICS

  • You start the battle with 100 command points. Whenever you successfully give an order to a unit (or a group of units), a number of command points are consumed depending SOLELY on the type of order (refer to the complete list below). Note that it doesn't matter whether you give the order to a single unit or a selection of 10 units.
  • Command points regenerate automatically (up to the maximum of 100 points) over time. The recovery speed depends on your setting in the game options.
  • In order for a unit to accept an order you give, you must have a certain amount of command points in store. IMPORTANT: This is totally independent of the actual command point cost/consumption described in the first bullet point. These points are not "consumed". You just need to "have" them, they're required for your order to be accepted by the unit. How many command points are required depends exclusively on the current "command level" of the unit you're giving the order to (NOT on the type of order).
  • In order to increase unit's command level (= reducing the number of command points required to give an order to the unit), you should make sure that it has a communication link to one of its superior HQ units (NOTE: It doesn't need to be the directly superior HQ unit; for example, it's fine for an infantry platoon to have a communication link to the battalion commander - the intermediate company commander is not neccessary)
  • If a unit does not accept an order (because you didn't have enough command points), then the order will be ignored by the unit. You will be informed by a message on the right side of the screen. In this case, no command points will be consumed and the unit will continue with its former orders, if any.
  • Independently of the order acceptance aspect described above, a unit's command level also determines how fast it recovers morale.

COMMAND POINT COMSUMPTION LIST

Whenever you successfully give an order to one of your units (or group of units), a certain number of command points are consumed, depending solely on the type of the given order. There are four groups of orders:

EXPENSIVE ORDERS (these consume 50 command points)
  • Set observed fire target
  • Disable “fire at will” [never mind if you do it by a left or a right click]
  • Reverse
  • Set target arc
  • Turn/rotate [if you do it as a part of an order, it’s free!]
  • disable “save ammo”
  • disable “target infantry”
  • cancel targeting
MEDIUM ORDERS (25 command points)
  • Cancel orders
  • Set priority target
  • disable “target aircraft”
CHEAP ORDERS (10 command points)
  • Enable “fire at will”
  • enable/disable “stay concealed”
  • enable “save ammo”
  • ANY of the “movement” orders (attack, assault, march, move, quick, recon, defend)
FREE ORDERS (these do not consume command points on success, but still require you to have sufficient command points in order to be accepted by the unit)
  • enable/disable “AI fire control”
  • enable/disable “AI manoeuvre control”
  • enable “target infantry”
  • enable “target aircraft”

COMMAND-RELATED USER INTERFACE

The units' "command level" symbol and value

If you have at least one unit selected, you will find a "command level" (Cmd level) symbol in the unit status bar on the left side of your screen. The command level symbol looks a bit like a pistol (I have no clue what it's actually meant to represent; EDIT: It's an officer cap!). Depending on whether you have a single unit or more units selected, the color of the symbol and the number next to it will tell you different things:

single unit selected

Preliminary note: If the command level symbol is missing, then the currently selected unit has no "internal" leader! This is bad and the unit will typically have a low command level (high order cost) because of it.

If you have a single unit selected, the value next to the symbol tells you the current command level value of the unit (the higher, the better). I suppose that there are two main factors that determine this value:
  • hierarchy level of the selected unit (a btn commander has a higher base value than a platoon commander). This is probably also affected by the current condition (experience, morale, etc) of the unit. I suppose that the command level values that you can see during the deployment phase are the base command levels of the units (no HQ bonus applied, see next bullet point).
  • Bonus given by the superior HQ unit. This bonus only applies if the symbol is white, i.e. if the unit has an active communication link to one of its superior HQ units. In this case, the command level will be significantly increased and can reach the same value as that of the superior unit!

The color of the symbol can be either blue or white. It tells you whether the currently selected unit has a communication link to a superior HQ unit (drastically increasing the unit's command level) or not. If a link exists, the symbol is shown in white, else in blue.

more than one unit selected
If you have several units selected, the value next to the symbol tells you the number of units in your selection that are okay/not affected by any command problems. A lack of a communication link to the superior unit as well as a lack of an internal unit leader are considered command problems. If ALL units in the selection are okay, then the symbol is shown in white. If AT LEAST one unit in the selection lacks a link to any superior HQ, the symbol is shown in blue. If AT LEAST one unit in the selection lacks an internal leader, the symbol is shown in red.

The player's "command" symbol

Take a look at the upper edge of your screen. Somehwere in the middle you will find a symbol that looks a bit like a sun. Let's call it "command symbol". This symbol is sensitive to the currently selected unit:

Tooltip
  • “command level”: The number of command points you currently have
  • “Required for selected”: This tells you how many command points you need to have in order to give an order to the currently selected unit(s). If more than one unit is selected, the tooltip will show the required number for the unit with the worst and best command level.
  • “Growth rate in minute”: the recovery rate of your command points. This can be changed in the game’s options.
Color
  • BLACK: You have sufficient command points to give an order to the currently selected unit.
  • RED: You don’t have sufficient command points to give an order to the currently selected unit. The order will fail, the unit will ignore it, no command points will be consumed.
  • BLUE (this only shows up when you have more than one unit selected): You have sufficient command points to give an order to some, but not all of your currently selected units. These latter units will ignore your order. Command points will be consumed by the order.
Countdown
Note that the countdown shown on the button may indicate two things: If the symbol is red, it indicates how long it takes until you will have sufficient command points to give an order to the selected unit. Note it can be much faster in case the unit’s command level rises. When the symbol is black, the countdown tells you how long it will take until you’re back at the maximum number of command points (100).

OTHER NOTES
  • In some situations, the command level of a unit can fluctuate quite a lot (by 20 points up and down every few seconds) even if there is a consistent communication link (or a lack thereof). This is not a bug, don't be irritated by it. (Andrey explained that it is related to the way in which the command system somehow uses “pings”).
  • Enabling the “orders cost” display is quite misleading and not very usefull. It adds colored triangles to some order buttons that indicate the command point cost of the orders (see my list above). I found this to be very incomplete (many orders that do cost command points have no triangle) and inaccurate. So don’t rely on it.
  • Communication links: Communication (voice, wire, radio) is a complicated topic that warrants a guide of its own. I also have the suspicion that flares play a role here, too. In some cases, the command link status fluctuates (blue/white) inexplicably every few seconds even in situations in which no command link should be possible. I suppose that this was due to flares being used (once the unit had spent all flares, the command link was gone permanently.) But that's just me guessing.
  • I noticed that some orders (e.g. disable fire at will) sometimes cannot be altered when the unit is already carrying out an order. In this case, the order will be stored and only applied at the next waypoint of the unit.
Last edited by Wenzel; Dec 8, 2020 @ 7:44am
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Showing 1-15 of 83 comments
Simple As Nov 22, 2019 @ 10:29am 
AFAIK

Black = Ready to Receive Orders
Blue = Some are Ready
Red = No one ready

Points are used up every time you issue a command out, if you tell a squad to stay concealed it costs the same as telling every man on the map to stay concealed.

Staying close to the next Officer up helps keep the requirement down, telephone lines means command level is good regardless of distance and radios are a godsend.

Far from detailed explanation but I hope this helps
Simple As Nov 22, 2019 @ 10:30am 
Something I've gotten into the habit of doing is chaining orders while the squad is next to their Officer, so you get the benefits of high CO level and get to order the unit about the place
Wenzel Nov 22, 2019 @ 10:38am 
Originally posted by Kongolo Nadiane:
AFAIK

Black = Ready to Receive Orders
Blue = Some are Ready
Red = No one ready

Points are used up every time you issue a command out, if you tell a squad to stay concealed it costs the same as telling every man on the map to stay concealed.

Staying close to the next Officer up helps keep the requirement down, telephone lines means command level is good regardless of distance and radios are a godsend.

Far from detailed explanation but I hope this helps

Thank you for your answers! Yep, the blue symbol appears when you try to issue an order to a composite unit which includes at least one unit that is not ready yet (has a red symbol, as described above). The countdown shown with the blue symbol is identical to that of the unit that lags behind (with the red symbol).

Do you know whether "command level" has any effects on morale and info sharing (speed of identifying enemy targets)?

Interestingly, I also found that the radio communication link does NOT help to keep the command level of a subordinate tank high. All that seems to matter for a unit's "command level" is the distance to its HQ. The actual "command link" is ignored for this purpose.

Last edited by Wenzel; Nov 22, 2019 @ 11:03am
andrey12345 v2.0  [developer] Nov 22, 2019 @ 11:07am 
Originally posted by Mowgli:
Can anyone explain “command level” to me or point me to a guide/video where it is explained?
"User command level" (indicator at the top) determines how often you can give orders and to which units.
"Unit command level" determines how well the troops will be controlled and how long they will steadily withstand the shelling without panic and surrender.

Originally posted by Mowgli:
So apparently if you set the regeneration rate to the lowest setting, the system prevents you from micromanaging.
Yes User command level designed for this.

Originally posted by Mowgli:
But what are the implications for morale and sharing info on enemy contacts?
Unit command level - determined by a superior commander with whom there is a connection and affects the restoration of morale

"sharing info on enemy contacts" - goes through communication channels and does not depend on the level of command, as in real life.

Originally posted by Mowgli:
The distance to the HQ and the status (link/no link) does not affect the "morale value" of a unit.
The distance is obviously not affected, as in real life. But the presence of a communication channel with the commander - ie command hierarchy, certainly affects.
Toni Nov 22, 2019 @ 11:08am 
Originally posted by Mowgli:
for some odd reason the command level of a unit seems to fluctuate by +/- 10 points all the time, even if both the unit and its HQ are completely stationary.

I would also like to know why this is the case:

The permanent "unit command level" fluctuation sometimes even leads to a fluctuating "blue hat" command level symbol (= no link with the superior commander).

This is especially a problem with "observed fire", because a "blue hat" can stop it!
Last edited by Toni; Nov 22, 2019 @ 11:12am
andrey12345 v2.0  [developer] Nov 22, 2019 @ 11:14am 
Originally posted by Mowgli:
Interestingly, I also found that the radio communication link does NOT help to keep the command level of a subordinate tank high.
This is not true. But it is obvious that the radio communications from the commander should work, the radio must have both the commander and the subordinate tanks.

Originally posted by Mowgli:
All that seems to matter for a unit's "command level" is the distance to its HQ.
Obviously this is not true. The distance affects the ability to establish a communication channel, but if it already exists, then distance is not important. With the exception of voice communications for which it may not be possible to transmit data and control over long distances during combat.

It is also worth remembering that some radio stations are half-duplex, or can't work during a movement, so the communication channels are interrupted during movement.
Last edited by andrey12345 v2.0; Nov 22, 2019 @ 11:21am
andrey12345 v2.0  [developer] Nov 22, 2019 @ 11:19am 
How User command level works - manual, page 34
Communication system - manual, page 41 and 44-46
Last edited by andrey12345 v2.0; Nov 22, 2019 @ 11:20am
Wenzel Nov 23, 2019 @ 5:09am 
@andrey 12345 v2.0: Thanks a lot for your answer! It's really rare that devs take their time to answer in forums. Much appreciated!

I still don't quite get it though. I think I understand how the "user command level" (what I've called "command points") works in restricting the player's ability to give many orders in a short span of time. Let's see if we can work the rest out too. The manual doesn't help here, I'm afraid. It's very poorly written (refering to the english version...) and only gives you a very, very vague idea.

Lower "unit command level" = higher "required for selected"?
Am I right in my observation, that the "required for selected" value increases when the "command level" of a unit decreases?

Factors for "unit command level"?
From my observations, the distance between a unit and its HQ is the main factor when it comes to "unit command level". This was true for both, units dependent on voice com (infantry without radios) but also for tanks (with radios). Unit command level decreased whenever I increased the distance between the units, regardless whether they had an active HQ link (WHITE command level symbol) or not (BLUE command level symbol).

Morale effects of "unit command level" and/or "command link"?
You clearly say that the "unit command level" does affect morale. Hoewever, from my observation it clearly does NOT affect a unit's "morale" value. So it must affect unit morale in other ways?

Maybe it does not depend on "unit command level" but rather on the "command link" between a unit and its HQ. Maybe it relates to the "autonomous actions" that units can make under stress (p. 30-31)? Here the manual often states "no commander (nor external)". Maybe the "nor external" (very weird wording) refers to the lack of a com link to the superior HQ? So a unit without an existing com link to its HQ (and/or without internal leader) is more likely to withdraw or panic under stress?

How does information sharing work in Graviteam Tactics...?
[no clue at all]
Last edited by Wenzel; Nov 23, 2019 @ 5:12am
andrey12345 v2.0  [developer] Nov 23, 2019 @ 5:32am 
Originally posted by Mowgli:
Lower "unit command level" = higher "required for selected"?
Am I right in my observation, that the "required for selected" value increases when the "command level" of a unit decreases?
The cost (in the User Command Level) of an order is always _constant_, it depends only on what order you give.
But those units that do not have control require the highest threshold of the UCL.

If for example, you have a tanks with and without a radio station, both are connected to the same commander. For that tank that has a radio station, you can give orders much more often than that which without radio.


Originally posted by Mowgli:
From my observations, the distance between a unit and its HQ is the main factor when it comes to "unit command level".
No, distance don't affect to command level. Only to communication channel.

Originally posted by Mowgli:
This was true for both, units dependent on voice com (infantry without radios) but also for tanks (with radios). Unit command level decreased whenever I increased the distance between the units, regardless whether they had an active HQ link (WHITE command level symbol) or not (BLUE command level symbol).
This effect not present in the game.

Originally posted by Mowgli:
You clearly say that the "unit command level" does affect morale. Hoewever, from my observation it clearly does NOT affect a unit's "morale" value.
I have opposite observations. Not only that, the influence is also made in the program code.

Originally posted by Mowgli:
So it must affect unit morale in other ways? Maybe it does not depend on "unit command level" but on the question whether a command link exists or not?
The speed of moral recovery directly depends on the unit command level.


Originally posted by Mowgli:
Maybe it relates to the "autonomous actions" that units can make under stress (p. 30-31)? Here the manual often states "no commander (nor external)". Maybe the "nor external" (very weird wording) refers to the lack of a com link to the superior HQ? So a unit without an existing com link to its HQ (and/or without internal leader) is more likely to withdraw or panic under stress?

The command level is determined by the maximum of the command levels of the unit and its commander (if there is a connection with him). If there is a headquarters, then there will most likely be a commander with a higher level, if there is a connection with him, then his level will prevail.

Surrender or panic depends on morale (as I said above, the level of command affects the speed of its recovery).
Stress depends on experience and enemy shelling level.

Originally posted by Mowgli:
How does information sharing (on enemy positions) work in Graviteam Tactics...?
[no clue at all]
It is transmitted through communication channels.
Manual page 44-46
Wenzel Nov 23, 2019 @ 5:57am 
Originally posted by andrey12345 v2.0:
Originally posted by Mowgli:
Lower "unit command level" = higher "required for selected"?
Am I right in my observation, that the "required for selected" value increases when the "command level" of a unit decreases?
The cost (in the User Command Level) of an order is always _constant_, it depends only on what order you give.
But those units that do not have control require the highest threshold of the UCL.

Yes, that's what I could observe in the game. Thanks for the official confirmation. :)

Originally posted by Mowgli:
From my observations, the distance between a unit and its HQ is the main factor when it comes to "unit command level".

No, distance don't affect to command level. Only to communication channel.
I need to re-check this. My impression was that it depended entirely on distance between the unit and the HQ, not on the com link. But of course maybe I've committed some blunders in my tests. Maybe I have some misunderstandings with how radios work. But even with infantry (no radios), I could observe that the "unit command level" decreases with distance, even if the voice command link has been broken long ago (over greater distances). If "unit command level" was just dependent on the com link, as you say, then this should not happen (a broken link should be a broken link, regardless of the distance)? I will re-check that.

Originally posted by Mowgli:
So it must affect unit morale in other ways? Maybe it does not depend on "unit command level" but on the question whether a command link exists or not?
The speed of moral recovery directly depends on the unit command level.

Ah, that's nice to know. Thanks! So "unit command level" doesn't directly increase/decrease morale (the number next to the eagle symbol). Instead, it increases the morale regeneration rate.

Surrender or panic depends on morale (as I said above, the level of command affects the speed of its recovery).
Stress depends on experience and enemy shelling level.

Good to know, thanks!

The command level is determined by the maximum of the command levels of the unit and its commander (if there is a connection with him). If there is a headquarters, then there will most likely be a commander with a higher level, if there is a connection with him, then his level will prevail.

Thanks! So my hypothesis was correct ("The command level of a unit can at maximum be as high as its superior HQ.")
andrey12345 v2.0  [developer] Nov 23, 2019 @ 5:59am 
In the game everything made as close to the real world (as possible). Accordingly, there is no magic and telepathy. Opposite there are communication channels - wired, sound, radio, as well as special types of visual signals. Each channel can be either unidirectional (half duplex) or bidirectional (full duplex) and has certain characteristics. These characteristics affect how messages are transmitted. Characteristics can degrade when exposed to the enemy or certain conditions.

Everything else - data about enemy, command control, etc. transmitted through these channels.
Last edited by andrey12345 v2.0; Nov 23, 2019 @ 6:00am
andrey12345 v2.0  [developer] Nov 23, 2019 @ 6:13am 
Originally posted by Mowgli:
I need to re-check this. My impression was that it depended entirely on distance between the unit and the HQ, not on the com link. But of course maybe I've committed some blunders in my tests. ...


It is worth remembering that the level of command is not a kind of conditional magic field with which the commander covers his subordinates. But the possibility to manage control them. Obviously, this possibility depends on a number of factors, on some directly, but on some not. But this does not depend on the distance at all.
In the game, such an opportunity is indicated as follows - the commander sends a "ping" - checks the possibility, and the units accept it and update their actual command level.
In this case, the level of external command is constantly received and the accepted - ping returns it to its previous value.
This means that if the communication channel is unstable (for example, there are many nodal points in it, this is typical for voice transmission in an extended unit or in combat conditions) and ping will be skipped, then jumps in the command level may be observed. Those. at some time, control is lost.


Originally posted by Mowgli:
Ah, that's nice to know. Thanks! So "unit command level" doesn't directly increase/decrease morale (the number next to the eagle symbol). Instead, it increases the morale regeneration rate.

No, this is not a commander’s magical ability, it does not heal soldiers or magically restore moral :steamhappy:

The game is built on the principles of a simulator, so usually there is no direct influence of some parameters on others, only through derivatives, as it happens in real life.

Those. no matter how tough your commander may be, if you fall under the direct strong artillery strike of the enemy, you will be pressed and conditionally unfit for combat. But the time that you need to come to a combat ready state already depends on the capabilities of the commander.

Last edited by andrey12345 v2.0; Nov 23, 2019 @ 6:14am
Toni Nov 23, 2019 @ 10:42am 
Originally posted by andrey12345 v2.0:

The game is built on the principles of a simulator, so usually there is no direct influence of some parameters on others, only through derivatives, as it happens in real life.

And this is, why it's so good! There is no alternative and probably will never be, because Graviteam has an uncatchable lead. It continuously developed and improved the platform for over a decade.

The only other 3D ground combat simulation that comes close in some regards is SB Pro. I have been using it for years, but it is very limited and mainly designed for multiplayer training exercises, so the focus is completely different. Most importantly: It lacks so many features when compared to the Graviteam titles. Like I said above, there is _no_ alternative to GT and we should be really thankful that such a gem exists.
Last edited by Toni; Nov 23, 2019 @ 10:48am
Wenzel Nov 23, 2019 @ 11:47am 
I love some of the aspects so far. The overall scale seems better to me than in Combat Mission. But the biggest problems so far are 1) the horrible UI, 2) lack of ingame info (tool tips), 3) total lack of documentation (the manual is not exactly helpfull).

I've been trying to get "automatic onmap indirect fire" to work for 3 hours now, watching all kind of tutorial videos and reading guides. The manual doesn't say a thing about it. Still I couldn't get it to work. I think I will just play without it then?

I will take another look at whether command level depends on com-links rather than distance tomorrow. I'm tired testing/learning for today. :(
Last edited by Wenzel; Nov 23, 2019 @ 11:51am
Toni Nov 23, 2019 @ 1:35pm 
Originally posted by Mowgli:
I love some of the aspects so far. (...) But the biggest problems so far are 1) the horrible UI, 2) lack of ingame info (tool tips), 3) total lack of documentation (the manual is not exactly helpfull).

- The UI is not horrible at all, it is "different" than the UI of other wargames and it takes some time to get used to it - but after that "initial phase" you will not want to miss it anymore... :)

- Most of GT runs automatically, the soldiers and crews of vehicles/guns etc. fight on their own. So I would say: Do not care for something like "on-map automatic designated indirect fire" too much at the moment. Especially when you create your own missions in the Editor; you need a working command hierarchy and working communication for that and this is sometimes tricky to get when you are new and create missions in the Editor.

- IMO: Start with small, manageable operations; for example "Dawn of Blau", "Tielieketi Incident", "Croatian Legion". Defending might be easier for beginning - you just have to care for finding good positions and can observe how everything works. BTW: Choose the BG operations (_sepia_ photos in the list); the "battle group" system is the new system, it is better.

- Do not try to micro-manage when it comes to movement/attack etc.; give general orders; the "order-wheel" is a powerful tool for that. A "hands-off" approach is very good in a lot of cases.

This is a good tutorial (watch "7- The importance of being hands off, and a combat example 37:05):

https://youtu.be/wwwacMv-IjQ?t=2226
Important: The tutorials from Warsimmer give wrong, outdated information about on-map artillery (the "firing platoon leaders" need to stay in voice range with their firing assets: mortars, howitzers or guns!)

- It takes time and perseverance to learn how to use GT, you will not learn it over night. But it is very rewarding...
Last edited by Toni; Nov 23, 2019 @ 1:39pm
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Date Posted: Nov 22, 2019 @ 10:22am
Posts: 83