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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.
"Unit command level" determines how well the troops will be controlled and how long they will steadily withstand the shelling without panic and surrender.
Yes User command level designed for this.
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.
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.
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!
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.
Communication system - manual, page 41 and 44-46
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]
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.
No, distance don't affect to command level. Only to communication channel.
This effect not present in the game.
I have opposite observations. Not only that, the influence is also made in the program code.
The speed of moral recovery directly depends on the unit command level.
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.
It is transmitted through communication channels.
Manual page 44-46
Yes, that's what I could observe in the game. Thanks for the official confirmation. :)
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.
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.
Good to know, thanks!
Thanks! So my hypothesis was correct ("The command level of a unit can at maximum be as high as its superior HQ.")
Everything else - data about enemy, command control, etc. transmitted through these channels.
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.
No, this is not a commander’s magical ability, it does not heal soldiers or magically restore moral
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.
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.
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. :(
- 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...