In my mirrored battles (the Facade Troop scenario) against
@2Dog these rules apply more to the German side.
As the British forces are a Para Recce Bn, were each section is it's own HQ the HardCat rules don't cause much trouble.
It's a different story playing the Germans, starting off with a Kriegsmarine Company with two Sicherung Companies coming in as reinforcements and a SS platoon after them.
As the platoon commanders in the Kriegsmarine don't have radios and the squads are mostly green.
The Kriegsmarine company is accompanied by it's Bn HQ wich has two recon squads under its direct control, however, the recce squads are out of C2. So the first job is to hook up with the HQ.
The company commander doubles as the weapons platoon commander and I'll need to make sure the mortars are in C2.
The Recon squads were given '2 legs' in the movement (with no covered arcs) I know I could have given an unlimited amount as they fall under the Scouting Mission parameters (far to the flank of the main body).
So the HQ unit moves out hook up with the recon squads.
We are a few more turns into the battle, I decided to move the platoons on. Two of the three platoons aren't in C2 as they don't have radios, I felt this was a bit gamey under the rules. I know it isn't apart of the rules, but I feel it needs to be.
My point been that they advanced to occupy an objective, as 2Dog didn't send troops to contest it I decided to move them to the next objective. Maybe a timed delay (1:30 min) to simulate a 'runner' been sent.
As the platoon commander's aren't under C2 (but near the Bn HQ) I moved them, role playing that the Bn HQ gave them orders to do so.
Spotting Enemy units.
At first there was drops of sweat falling from my forehead resisting clicking on spotted units but I got used to it now. So I zoom into the location and try to guess what troop type I'm looking at (HQ unit, rifle section, mortar team etc..) but it isn't always easy (for me).
Artillery
I now hesitate to press the 'confirm' button now when plotting a mission.
The flexible solution, is to have a quick mission has the situation might change.
I always like the rules from the CMPzC H2H Operations campaigns and think they would make a good addition.
Here's a pasted copy.
Off Map Weapon Targeting Rules
These rules restrict off map weapons such as naval guns, rockets, artillery, and mortars. The reason for this is to apply more realism to their area of fire. These rules also reduce the danger that off map weapons become too dominant.
When using off map weapons in a CM battle, only area fire should be permitted when firing high explosive rounds. Area and Linear fire can be used for smoke rounds.
The maximum diameter of the area fire circle / linear fire line should be determined by the amount of guns in the battery, where one gun has an individual area fire circle diameter / linear fire line length of 35m. This figure is based on data about the spread of rounds of a UK 25pdr gun. Therefore, a four gun battery would have a maximum area fire circle diameter / linear fire line of 4 x 35 = 140m. The area fire circle diameter / linear fire line length for naval guns should be 55m per gun.
There should also be a LOS restriction applied to off map weapons, where the amount of guns used in the battery is dependant on the LOS of the spotter. Therefore, in the case of artillery, if the spotter has a LOS that only allows a 70m circle / line to be plotted, only two guns may be used.
Below is a list showing how off map weapons are restricted.
When firing HE, only Area Fire targeting is allowed.
1 x Mortar Tube = 20m diameter Area Fire Circle
1 x Artillery Tube = 35m diameter Area Fire Circle
1 x Rocket Tube = 50m diameter Area Fire Circle
ELIGIBLE GUNS (LOS permitting)
0 / 0 / 0m - 20 / 35 / 50m diameter Area Fire Circle= 1 Mortar / Gun / Launcher
20 / 35 / 50m - 40 / 70 / 100m diameter Area Fire Circle= 2 Mortars / Guns / Launchers
40 / 70 / 100m - 60 / 105 / 150m diameter Area Fire Circle= 3 Mortars / Guns / Launchers
60 / 105 / 150m - 80 / 140 / 200m diameter Area Fire Circle= 4 Mortars / Guns / Launchers
CM SMOKE RULES
All the above values apply to smoke, with the addition of Linear Fire Lines
(All the above values have a tolerance of +/- 10%)
(On Map Mortars can only use Point Targeting)
Some interesting observations.
I was moving two platoons over a bridge, in the screenies below you will see two Plt HQ's right next to each other, but only one was in C2 with the company HQ.
It took me a little while to realize why, one of the Plt HQ was moving.